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20
.editorconfig
Normal file
20
.editorconfig
Normal file
@ -0,0 +1,20 @@
|
||||
# editorconfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
# Default settings:
|
||||
# Use 4 spaces as indentation
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
[imstb_*]
|
||||
indent_size = 3
|
||||
trim_trailing_whitespace = false
|
||||
|
||||
[Makefile]
|
||||
indent_style = tab
|
||||
indent_size = 4
|
@ -30,7 +30,318 @@ HOW TO UPDATE?
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.67 (In Progress)
|
||||
VERSION 1.71 (Released 2019-06-12)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
|
||||
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
|
||||
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
|
||||
performed as part of their parent window, avoiding the creation of an extraneous draw commands.
|
||||
If you have overlapping child windows with decorations, and relied on their relative z-order to be
|
||||
mapped to submission their order, this will affect your rendering. The optimization is disabled
|
||||
if the parent window has no visual output because it appears to be the most common situation leading
|
||||
to the creation of overlapping child windows. Please reach out if you are affected by this change!
|
||||
|
||||
Other Changes:
|
||||
- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
|
||||
after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
|
||||
will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
|
||||
The exact meaning of ContentSize for decorated windows was previously ill-defined.
|
||||
- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
|
||||
- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
|
||||
appear for a single frame after the resize.
|
||||
- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
|
||||
but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
|
||||
- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
|
||||
style.ItemInnerSpacing.x worth of trailing spacing.
|
||||
- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple
|
||||
times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000").
|
||||
It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
|
||||
- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and
|
||||
after EndGroup(). (#2550, #1875)
|
||||
- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
|
||||
- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple
|
||||
options. (#2587, broken in 1.69 by #2384).
|
||||
- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
|
||||
- Scrollbar: Minor bounding box adjustment to cope with various border size.
|
||||
- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14.
|
||||
- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
|
||||
- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
|
||||
to scrollbars appearing during the movement.
|
||||
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
|
||||
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
|
||||
emits key release events when focusing another viewport, leading to Alt+clicking on void on another
|
||||
viewport triggering the issue. (#2609)
|
||||
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
|
||||
horizontal scrolling. (#2211, #2579)
|
||||
- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
|
||||
loop with the horizontal contents size.
|
||||
- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
|
||||
horizontal area (previously only worked with an explicit contents size). (#125)
|
||||
- Columns: Fixed Separator from creating an extraneous draw command. (#125)
|
||||
- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
|
||||
- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
|
||||
collapsing/docking button to the other side of the title bar.
|
||||
- Style: Made window close button cross slightly smaller.
|
||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
|
||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||
This is provided for convenience and consistency with VtxOffset.
|
||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||
facilitate custom rendering back-ends passing local render-specific data to the draw callback.
|
||||
- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
|
||||
with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
|
||||
- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
|
||||
fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
|
||||
- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
|
||||
- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
|
||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||
support. (#2538, #2541)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.70 (Released 2019-05-06)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
|
||||
up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
|
||||
they will appear a little thicker now. (#2518) [@rmitton]
|
||||
- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead.
|
||||
Kept inline redirection function.
|
||||
- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
|
||||
during initialization to specify the number of in-flight image requested by swap chains.
|
||||
(was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam]
|
||||
- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely
|
||||
on them but it is possible you have!).
|
||||
|
||||
Other Changes:
|
||||
- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
|
||||
to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
|
||||
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
|
||||
renderer code setting up initial render state has been moved to a function so it could be
|
||||
called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
|
||||
- InputText: Fixed selection background rendering one frame after the cursor movement when
|
||||
first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
|
||||
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
|
||||
- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
|
||||
if the back-end provided both Key and Character input. (#2467, #1336)
|
||||
- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
|
||||
Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
|
||||
generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
|
||||
function is explicit we may later extend its effect to more items.
|
||||
- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.)
|
||||
with negative sizes if the 'width' argument was smaller than the available width at the time of item
|
||||
submission.
|
||||
- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries
|
||||
by a few pixels (this is used to facilitate resizing from borders when available for a given window).
|
||||
One of the noticeable minor side effect was that navigating menus would have had a tendency to disable
|
||||
highlight from parent menu items earlier than necessary while approaching the child menu.
|
||||
- Window: Close button is horizontally aligned with style.FramePadding.x.
|
||||
- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
|
||||
- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
|
||||
- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening,
|
||||
instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
|
||||
Among other things, this allows opening a popup while no window are focused, and pressing Escape to
|
||||
clear the focus again.
|
||||
- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level
|
||||
(regression in 1.67).
|
||||
- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release
|
||||
following the double-click. Only first mouse release + second mouse down (double-click) returns true.
|
||||
Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503)
|
||||
- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
|
||||
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
|
||||
- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
|
||||
- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
|
||||
- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125)
|
||||
- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical.
|
||||
- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
|
||||
- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
|
||||
- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click
|
||||
regardless of being covered by another window (it didn't honor correct hovering rules). (#2521)
|
||||
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees
|
||||
angles, also faster to output. (#2518) [@rmitton]
|
||||
- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
|
||||
to using the ImGui::MemAlloc()/MemFree() calls directly.
|
||||
- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx.
|
||||
- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
|
||||
- Demo: Improved trees in columns demo.
|
||||
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
|
||||
GL function loaders early, and help users understand what they are missing. (#2421)
|
||||
- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
|
||||
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
|
||||
- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
|
||||
- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
|
||||
- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
|
||||
- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
|
||||
- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
||||
- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
|
||||
- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
|
||||
- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
|
||||
- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
|
||||
- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
|
||||
- Examples: GLUT: Made io.DeltaTime always > 0. (#2430)
|
||||
- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010)
|
||||
to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example,
|
||||
which if existing and when switching to recent SDK ends up conflicting and creating warnings.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.69 (Released 2019-03-13)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
|
||||
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
|
||||
new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
|
||||
Keep redirection enum values (will obsolete). (#2384) [@haldean]
|
||||
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
|
||||
behind every other windows. (#2391, #545)
|
||||
- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.)
|
||||
We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011)
|
||||
- Added InputTextWithHint() to display a description/hint in the text box when no text
|
||||
has been entered. (#2400) [@Organic-Code, @ocornut]
|
||||
- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
|
||||
- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
|
||||
- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true
|
||||
when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
|
||||
- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
|
||||
style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
|
||||
meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
|
||||
- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of
|
||||
overflowing or underflowing the value.
|
||||
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
|
||||
is being swapped with an InputText that has yet to be activated.
|
||||
- InputText: Fixed various display corruption related to swapping the underlying buffer while
|
||||
a input widget is active (both for writable and read-only paths). Often they would manifest
|
||||
when manipulating the scrollbar of a multi-line input text.
|
||||
- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color
|
||||
values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities).
|
||||
(#2383, #2384) [@haldean]
|
||||
- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
|
||||
while dragging its title bar. (#2389)
|
||||
- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never
|
||||
reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
|
||||
- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
|
||||
- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
|
||||
- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
|
||||
hard crashes any more, facilitating integration with scripting languages. (#1651)
|
||||
- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
|
||||
scrolling policy enabled) or if is currently appearing.
|
||||
- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
|
||||
the drag payload activate a tab.
|
||||
- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
|
||||
teleport the view when aiming at a tab far away the visible section, and otherwise accelerate
|
||||
the scrolling speed to cap the scrolling time to 0.3 seconds.
|
||||
- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting
|
||||
below the lower point of the current clipping rectangle. This bug has been there since v1.0!
|
||||
It was hardly noticeable but would affect the scrolling range, which in turn would affect
|
||||
some scrolling request functions when called during the appearing frame of a window.
|
||||
- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
|
||||
- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return.
|
||||
- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
|
||||
- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
|
||||
tree depth instead of a relative one.
|
||||
- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
|
||||
- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
|
||||
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
|
||||
- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
|
||||
- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
|
||||
- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized.
|
||||
(This is particularly useful for the viewport branch because we are not supporting per-viewport
|
||||
frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
|
||||
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
|
||||
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
|
||||
even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
|
||||
- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
|
||||
- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.68 (Released 2019-02-19)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
|
||||
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
|
||||
If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
|
||||
- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
|
||||
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
|
||||
multi-viewport feature to behave on Retina display and with multiple displays.
|
||||
If you are not using a custom binding, please update your render function code ahead of time,
|
||||
and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
|
||||
- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
|
||||
which are useful to implement variety of undo patterns. (#820, #956, #1875)
|
||||
- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
|
||||
- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
|
||||
- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
|
||||
The way the redo/undo buffers work would have made it generally unnoticeable to the user.
|
||||
- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
|
||||
- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
|
||||
- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
|
||||
- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
|
||||
- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
|
||||
- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
|
||||
- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
|
||||
- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth)
|
||||
from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086)
|
||||
- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
|
||||
- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
|
||||
- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
|
||||
- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very
|
||||
small window, as well as reducing visual noise/overlap.
|
||||
- ListBox: Better optimized when clipped / non-visible.
|
||||
- InputTextMultiline: Better optimized when clipped / non-visible.
|
||||
- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to
|
||||
calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls
|
||||
not align the same as a single call, and create mismatch between high-level size calculation and those performed
|
||||
with the lower-level ImDrawList api. (#792) [@SlNPacifist]
|
||||
- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
|
||||
- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
|
||||
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
|
||||
- ImGuiTextBuffer: Added append() function (unformatted).
|
||||
- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
|
||||
- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
|
||||
- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
|
||||
- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
|
||||
- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
|
||||
- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0)
|
||||
when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch,
|
||||
this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut]
|
||||
Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
|
||||
- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
|
||||
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
|
||||
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
|
||||
- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
|
||||
- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled).
|
||||
- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
|
||||
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
|
||||
- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
|
||||
- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.67 (Released 2019-01-14)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
@ -220,29 +531,36 @@ Changes:
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
|
||||
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
|
||||
Kept redirection enum (will obsolete).
|
||||
- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
|
||||
- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
|
||||
- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to
|
||||
enable the feature globally. (#1495)
|
||||
The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
|
||||
- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency.
|
||||
Kept redirection types (will obsolete).
|
||||
- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
|
||||
- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData
|
||||
for consistency. Kept redirection types (will obsolete).
|
||||
- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly).
|
||||
- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
|
||||
Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
|
||||
- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
|
||||
- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to
|
||||
io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
|
||||
- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
|
||||
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
|
||||
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787)
|
||||
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
|
||||
Docking features. (#787)
|
||||
- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
|
||||
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
|
||||
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the
|
||||
ImGuiWindow_NoNavFocus flag.
|
||||
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
|
||||
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
|
||||
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
|
||||
the lower-left corner. (#1495)
|
||||
- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
|
||||
- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets.
|
||||
- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool
|
||||
returned by most widgets.
|
||||
It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
|
||||
- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
|
||||
- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
|
||||
@ -305,11 +623,14 @@ Other Changes:
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader().
|
||||
The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen.
|
||||
In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
|
||||
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
|
||||
The flag was already set by CollapsingHeader().
|
||||
The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without
|
||||
ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from
|
||||
your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
|
||||
This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
|
||||
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859)
|
||||
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and
|
||||
discourage using the full set. (#1859)
|
||||
|
||||
Other Changes:
|
||||
|
||||
@ -322,12 +643,13 @@ Other Changes:
|
||||
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
|
||||
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
|
||||
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable.
|
||||
Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code,
|
||||
so you may study or grab one half of the code and not the other.
|
||||
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
|
||||
back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
|
||||
easy update path to support multi-viewports later (for future ImGui 1.7x).
|
||||
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are
|
||||
smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
|
||||
between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
|
||||
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
|
||||
from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to
|
||||
maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later
|
||||
(for future ImGui 1.7x).
|
||||
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
|
||||
expect to have to reshuffle a few things.
|
||||
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
|
||||
@ -340,26 +662,36 @@ Other Changes:
|
||||
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
|
||||
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
|
||||
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
|
||||
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
|
||||
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
|
||||
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
|
||||
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips,
|
||||
and not clamped by viewport. (#1739)
|
||||
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip
|
||||
from the target site. (#143)
|
||||
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX
|
||||
instead of EndXXX, to not affect tooltips and child windows.
|
||||
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
|
||||
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
|
||||
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
|
||||
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted,
|
||||
but text won't be corrupted).
|
||||
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
|
||||
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
|
||||
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
|
||||
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful
|
||||
for icon fonts. (#1869)
|
||||
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
|
||||
characters. (#1859) [@JX-Master, @ocornut]
|
||||
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
|
||||
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
|
||||
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
|
||||
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
|
||||
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
|
||||
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+).
|
||||
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end
|
||||
(will be fixed in Allegro 5.2.5+).
|
||||
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
|
||||
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code.
|
||||
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings,
|
||||
a good occasion since we refactored the code.
|
||||
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
|
||||
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
|
||||
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
|
||||
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
|
||||
some uses. (#1888)
|
||||
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
|
||||
with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
|
||||
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
|
||||
- Internals: PushItemFlag() flags are inherited by BeginChild().
|
||||
|
||||
@ -370,41 +702,56 @@ Other Changes:
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
|
||||
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
|
||||
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
|
||||
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them.
|
||||
- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
|
||||
consistent with other functions. Kept redirection functions (will obsolete).
|
||||
- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values.
|
||||
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
|
||||
any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
|
||||
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
|
||||
giving time to users to upgrade their code.
|
||||
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your
|
||||
codebase for e.g. "DragInt.*%f" to you find them.
|
||||
- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more
|
||||
flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
|
||||
- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard
|
||||
expectation and allows passing r-values.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.).
|
||||
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus
|
||||
displayed outside the safe area, etc.).
|
||||
- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
|
||||
- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767)
|
||||
- Window: Fixed the default proportional item width lagging by one frame on resize.
|
||||
- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
|
||||
- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating
|
||||
feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
|
||||
- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
|
||||
- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993)
|
||||
- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993)
|
||||
- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804)
|
||||
- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
|
||||
- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory()
|
||||
to manually load/save .ini settings. (#923, #993)
|
||||
- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory()
|
||||
should be called. (#923, #993)
|
||||
- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height
|
||||
has been growing would have the scroll clamped using the previous height. (#1804)
|
||||
- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that
|
||||
don't display all pixels. (#1439) [@dougbinks]
|
||||
- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
|
||||
- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
|
||||
- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
|
||||
- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision".
|
||||
This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
|
||||
- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this).
|
||||
- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional
|
||||
"const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values
|
||||
in scientific notation, and is generally more consistent with other API.
|
||||
Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712)
|
||||
- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing
|
||||
in the same direction (keyboard/gamepad version already did this).
|
||||
- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
|
||||
- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
|
||||
- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642)
|
||||
- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642)
|
||||
- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string,
|
||||
which allows for finer uses of %e %g etc. (#648, #642)
|
||||
- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps.
|
||||
Added an assert than power-curve requires a min/max range. (~#642)
|
||||
- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
|
||||
- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers).
|
||||
- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced
|
||||
the range of valid integers).
|
||||
- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
|
||||
- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
|
||||
- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
|
||||
@ -1141,6 +1488,469 @@ Other Changes:
|
||||
- Various extra comments and clarification in the code.
|
||||
- Various other fixes and optimizations.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.47 (2015-12-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47
|
||||
|
||||
Changes:
|
||||
|
||||
- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21)
|
||||
- Added ProgressBar(). (#333)
|
||||
- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374)
|
||||
- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied.
|
||||
- Added ImGuiIO::ClearInputCharacters() superfluous helper.
|
||||
- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions
|
||||
would occasionally restore an incorrect clipping rectangle.
|
||||
- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged.
|
||||
- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize,
|
||||
and WindowPadding < DisplaySafeAreaPadding.
|
||||
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
|
||||
- Fixed border rendering of windows to always contain the border within the window.
|
||||
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
|
||||
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
|
||||
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
|
||||
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
|
||||
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
|
||||
- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out
|
||||
multiple item with different height on same line. (#414, #282)
|
||||
- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list.
|
||||
- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439)
|
||||
- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380)
|
||||
- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394)
|
||||
- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125)
|
||||
- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125)
|
||||
- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125)
|
||||
- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify.
|
||||
- ImFontAtlas: Updated stb_rect_pack.h to 0.08.
|
||||
- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed.
|
||||
- Demo: Added a simple "Property Editor" demo applet. (#125, #414)
|
||||
- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393)
|
||||
- Demo: Lots of extra comments, fixes.
|
||||
- Demo: Tweaks to Style Editor.
|
||||
- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway).
|
||||
- Examples: Added /Zi (output debug information) to Win32 batch files.
|
||||
- Examples: Various fixes for resizing window and recreating graphic context.
|
||||
- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441).
|
||||
- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411)
|
||||
- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399)
|
||||
- Examples: DirectX10: Added DirectX10 example. (#424)
|
||||
- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420)
|
||||
- Examples: DirectX11: Removed Debug flag from graphics context. (#415)
|
||||
- Examples: Added SDL+OpenGL3 example. (#356)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.46 (2015-10-18)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46
|
||||
|
||||
Changes:
|
||||
|
||||
- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314)
|
||||
- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag.
|
||||
- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure.
|
||||
- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading
|
||||
from the ImGuiIO structure (to match MemAlloc/MemFree)
|
||||
- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range.
|
||||
- Fixed mouse click detection when passing DeltaTime 0.0. (#338)
|
||||
- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
|
||||
- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377)
|
||||
- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316)
|
||||
- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211)
|
||||
- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size.
|
||||
- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334)
|
||||
- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339)
|
||||
- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling.
|
||||
- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360)
|
||||
- InputFloat() fixed explicit precision modifier, both display and input were broken.
|
||||
- PlotHistogram(): improved rendering of histogram with a lot of values.
|
||||
- Dummy(): creates an item so functions such as IsItemHovered() can be used.
|
||||
- BeginChildFrame() helper: added the extra_flags parameter.
|
||||
- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
|
||||
- Scrollbar: background color less translucent in default style so it works better when changing background color.
|
||||
- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
|
||||
- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
|
||||
- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled.
|
||||
- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1).
|
||||
- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327)
|
||||
- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348)
|
||||
- ImGuiTextFilter::Draw() helper return bool and build when filter is modified.
|
||||
- ImGuiTextBuffer: added c_str() helper.
|
||||
- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373)
|
||||
- ColorConvertFloat4ToU32() round the floats instead of truncating them.
|
||||
- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
|
||||
- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
|
||||
- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
|
||||
- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
|
||||
- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
|
||||
- Tools: binary_to_compressed_c.cpp: added -nocompress option.
|
||||
- Examples: Added example for the Marmalade platform.
|
||||
- Examples: Added batch files to build Windows examples with VS.
|
||||
- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347)
|
||||
- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.45 (2015-09-01)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- With the addition of better horizontal scrolling primitives I had to make some consistency fixes.
|
||||
`GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()`
|
||||
are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously.
|
||||
It PROBABLY shouldn't break anything, but that depends on how you used them. Namely:
|
||||
- If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem.
|
||||
However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix.
|
||||
- The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling.
|
||||
Previously they were roughly interchangeable (roughly because the content region exclude window padding).
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246).
|
||||
- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246).
|
||||
- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which
|
||||
define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived.
|
||||
- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled.
|
||||
- Added printf attribute to printf-like text formatting functions (Clang/GCC).
|
||||
- Added GetMousePosOnOpeningCurrentPopup() helper.
|
||||
- Added GetContentRegionAvailWidth() helper.
|
||||
- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307).
|
||||
- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311).
|
||||
- ImDrawList: Allow to override ImDrawIdx type (#292).
|
||||
- ImDrawList: Added an assert on overflowing index value (#292).
|
||||
- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
|
||||
- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
|
||||
- Fixed Bullet() inconsistent layout behaviour when clipped.
|
||||
- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
|
||||
- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
|
||||
- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
|
||||
- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282).
|
||||
- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282).
|
||||
- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child.
|
||||
- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned.
|
||||
- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default.
|
||||
- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
|
||||
- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags.
|
||||
- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
|
||||
- Demo: Fixed incorrectly formed string passed to Combo (#298).
|
||||
- Demo: Added simple Log demo.
|
||||
- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246).
|
||||
- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246)
|
||||
- Metrics: display indices along with triangles count (#299) and some internal state.
|
||||
- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer.
|
||||
- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values.
|
||||
- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness.
|
||||
- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly.
|
||||
- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299).
|
||||
- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler.
|
||||
- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11.
|
||||
- Examples: iOS: fixed missing files in project.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.44 (2015-08-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h.
|
||||
Add the two extra .cpp to your project or #include them from another .cpp file. (#219)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier
|
||||
and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
|
||||
for forward-compatibility and code using those types/functions may occasionally break. (#219)
|
||||
- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
|
||||
the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
|
||||
- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
|
||||
- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
|
||||
- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
|
||||
before the right-most position of the contents region).
|
||||
- InputTextMultiline(): honor negative size consistently with other widgets that do so.
|
||||
- Combo() clamp popup to lower edge of visible area.
|
||||
- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer.
|
||||
- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format
|
||||
string in InputInt* later).
|
||||
- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual.
|
||||
- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set.
|
||||
- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd.
|
||||
- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287)
|
||||
- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason.
|
||||
- ImDrawList: Added ImDrawList::AddText() shorthand helper.
|
||||
- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288)
|
||||
- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded
|
||||
as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool.
|
||||
- Build fix for MinGW (#276).
|
||||
- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277).
|
||||
- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278)
|
||||
- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290).
|
||||
- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert
|
||||
with odd fonts (#280)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.43 (2015-07-17)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- This is a rather important release and we unfortunately had to break the rendering API.
|
||||
ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy.
|
||||
Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
|
||||
Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles
|
||||
using indices from the index buffer.
|
||||
- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update
|
||||
your copy and you can ignore the rest.
|
||||
- The signature of the io.RenderDrawListsFn handler has changed
|
||||
From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||
To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data)
|
||||
With: argument 'cmd_lists' -> 'draw_data->CmdLists'
|
||||
argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
|
||||
ImDrawList 'commands' -> 'CmdBuffer'
|
||||
ImDrawList 'vtx_buffer' -> 'VtxBuffer'
|
||||
ImDrawList n/a -> 'IdxBuffer' (new)
|
||||
ImDrawCmd 'vtx_count' -> 'ElemCount'
|
||||
ImDrawCmd 'clip_rect' -> 'ClipRect'
|
||||
ImDrawCmd 'user_callback' -> 'UserCallback'
|
||||
ImDrawCmd 'texture_id' -> 'TextureId'
|
||||
- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index
|
||||
the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
|
||||
Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade!
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133).
|
||||
Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged
|
||||
enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41.
|
||||
Made some extra effort in making the code run faster in your typical Debug build.
|
||||
- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains.
|
||||
- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing.
|
||||
- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke()
|
||||
with optional anti-aliasing.
|
||||
- ImDrawList: Added AddRectFilledMultiColor() helper.
|
||||
- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged
|
||||
back together (used by columns).
|
||||
- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands.
|
||||
- ImDrawList: Fixed window draw lists not destructed properly on Shutdown().
|
||||
- ImDrawData: Added DeIndexAllBuffers() helper.
|
||||
- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure.
|
||||
- Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH).
|
||||
Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing.
|
||||
- Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242).
|
||||
- Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232).
|
||||
- Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220).
|
||||
- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization.
|
||||
- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag.
|
||||
- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag.
|
||||
- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification.
|
||||
- InputText: Fix for using END key on a multi-line text editor (#275)
|
||||
- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125)
|
||||
- Popups: Fixed Combo boxes inside menus. (#272)
|
||||
- Style: Added GrabRounding setting to make the sliders etc. grabs rounded.
|
||||
- Changed SameLine() parameters from int to float.
|
||||
- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere().
|
||||
- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the
|
||||
right-side of the header.
|
||||
- Metrics window: calculate bounding box of actual vertices when hovering a draw list.
|
||||
- Examples: Showing more information in the Fonts section.
|
||||
- Examples: Added a gratuitous About window.
|
||||
- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering.
|
||||
- Examples: Fixed the SDL2 example to support Unicode text input (#274).
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.42 (2015-07-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete).
|
||||
- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent,
|
||||
because positions (e.g. cursor position) are not equivalent to scrolling amount.
|
||||
- Removed obsolete GetDefaultFontData() function that would assert anyway.
|
||||
If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added SDL2 example application (courtesy of @CedricGuillemet)
|
||||
- Added iOS example application (courtesy of @joeld42)
|
||||
- Added Allegro 5 example application (courtesy of @bggd)
|
||||
- Added TitleBgActive color in style so focused window is made visible. (#253)
|
||||
- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing.
|
||||
- Added DragFloatRange2() DragIntRange2() helpers. (#76)
|
||||
- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150)
|
||||
- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150).
|
||||
- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[].
|
||||
- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes.
|
||||
- MenuItem() can be activated on release. (#245)
|
||||
- Allowing NewFrame() with DeltaTime==0.0f to not assert.
|
||||
- Fixed IsMouseDragging(). (#260)
|
||||
- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is
|
||||
a popup between mouse and the graph.
|
||||
- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders.
|
||||
- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257)
|
||||
- Fixed text baseline alignment of small button (no padding) after regular buttons.
|
||||
- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263)
|
||||
- Fixed warnings for more pedantic compiler settings (#258).
|
||||
- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize
|
||||
lots of code. Yeah! (#262)
|
||||
- ImDrawList: store pointer to their owner name for easier auditing/debugging.
|
||||
- Examples: added scroll tracking example with SetScrollFromCursorPos().
|
||||
- Examples: metrics windows render clip rectangle when hovering over a draw call.
|
||||
- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up.
|
||||
- Added font links in extra_fonts/ + instructions for using compressed fonts in C array.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.41 (2015-06-26)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent).
|
||||
Only makes a difference when texture have transparency.
|
||||
- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size).
|
||||
Size override should be used very rarely so hopefully it doesn't affect many people. Sorry!
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather
|
||||
big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option
|
||||
for validating with Return or Ctrl+Return (#200).
|
||||
- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking
|
||||
outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked.
|
||||
- Added GetGlyphRangesCyrillic() helper (#237).
|
||||
- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
|
||||
- Added IsWindowHovered() helper.
|
||||
- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248)
|
||||
- Allow Set*WindowSize() calls to be used with popups.
|
||||
- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc.
|
||||
- Window: fixed scrolling with mouse wheel while window was collapsed.
|
||||
- Window: fixed mouse wheel scroll issues.
|
||||
- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable.
|
||||
- InputText(): lifted character count limit.
|
||||
- InputText(): fixes in case of using per-window font scaling.
|
||||
- Selectable(), MenuItem(): do not use frame rounding for hovering/selection.
|
||||
- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups.
|
||||
- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125).
|
||||
- Combo(): Fixed issue with activating a Combo() not taking active id (#241).
|
||||
- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used.
|
||||
- BeginChildFrame(): returns bool like BeginChild() for clipping.
|
||||
- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
|
||||
- ImFont: ignoring '\r'.
|
||||
- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent.
|
||||
- ImFont: additional rendering optimizations.
|
||||
- Metrics windows display storage size.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.40 (2015-05-31)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus.
|
||||
Use OpenPopup() to toggle the opened state and BeginPopup() to append.**
|
||||
- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used,
|
||||
some code will possibly break if you didn't rely on the default parameter.
|
||||
Use PushButtonRepeat()/PopButtonRepeat() to configure repeat.
|
||||
- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete)
|
||||
- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete).
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of
|
||||
widgets in them (buttons, text inputs, sliders, etc.). (#126)
|
||||
- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state,
|
||||
disabled mode. Menu items can be used in any window.
|
||||
- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar.
|
||||
They will work inside a normal window but it will be a bit unusual.
|
||||
- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable).
|
||||
- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar.
|
||||
- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126).
|
||||
- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click.
|
||||
- Popups: Popups have borders by default (#197), attenuated border alpha in default theme.
|
||||
- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving
|
||||
in corners. Tooltip always tries to stay away from mouse-cursor.
|
||||
- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*.
|
||||
- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures).
|
||||
- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click.
|
||||
- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate.
|
||||
- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button.
|
||||
- Removed the third 'repeat' parameter of Button().
|
||||
- Added IsAnyItemHovered() helper.
|
||||
- Added GetItemsLineHeightWithSpacing() helper.
|
||||
- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly.
|
||||
- Separator: within group start on group horizontal offset. (#205)
|
||||
- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206)
|
||||
- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214)
|
||||
- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed
|
||||
unless you trapped exceptions).
|
||||
- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218)
|
||||
- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window.
|
||||
- Selectable: Handling text baseline alignment for line that aren't of text height.
|
||||
- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets.
|
||||
- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing,
|
||||
should use the first line of the group, will implement in the future).
|
||||
- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors.
|
||||
- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false.
|
||||
- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled.
|
||||
- Plot: overlay label clipped within frame when not fitting.
|
||||
- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions.
|
||||
- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do).
|
||||
- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font.
|
||||
- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
|
||||
- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have
|
||||
child overlapping items in parent window.
|
||||
- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name.
|
||||
Allows a simple form of out-of-order appending.
|
||||
- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant.
|
||||
- Metrics: Added io.MetricsActiveWindows counter. (#213.
|
||||
- Metrics: Added io.MetricsAllocs counter (number of active memory allocations).
|
||||
- Metrics: ShowMetricsWindow() shows popups stack, allocations.
|
||||
- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
|
||||
- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
|
||||
- Style: Added style.ScrollbarRounding. (#212)
|
||||
- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper.
|
||||
- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222)
|
||||
- ImVector: tweak growth strategy, matches vector from VS2010.
|
||||
- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224)
|
||||
- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224)
|
||||
- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly.
|
||||
- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses.
|
||||
- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207)
|
||||
- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed.
|
||||
- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window.
|
||||
- Examples: Added Menu-bar example.
|
||||
- Examples: Added Simple Layout example.
|
||||
- Examples: AutoResize demo doesn't use TextWrapped().
|
||||
- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example.
|
||||
- Examples: DirectX9/11: Fixed key mapping for down arrow.
|
||||
- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155)
|
||||
- Examples: DirectX11: explicitly set rasterizer state.
|
||||
- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229)
|
||||
- Fixed build with Visual Studio 2008 (possibly earlier versions as well).
|
||||
- Other fixes, comments, tweaks.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
For older version, see https://github.com/ocornut/imgui/releases
|
||||
|
@ -9,7 +9,7 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
@ -20,7 +20,7 @@ Dear ImGui is designed to enable fast iterations and to empower programmers to c
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
|
||||
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases.
|
||||
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
@ -102,7 +102,7 @@ Demo Binaries
|
||||
-------------
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
|
||||
- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
|
||||
|
||||
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
|
||||
|
||||
@ -122,20 +122,20 @@ Languages: (third-party bindings)
|
||||
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
|
||||
- Java: [jimgui](https://github.com/ice1000/jimgui)
|
||||
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
|
||||
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
|
||||
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
|
||||
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
|
||||
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
|
||||
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
|
||||
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
|
||||
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
|
||||
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
|
||||
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
|
||||
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
|
||||
|
||||
Frameworks:
|
||||
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
|
||||
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
||||
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
|
||||
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
|
||||
@ -145,12 +145,13 @@ Frameworks:
|
||||
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- ORX: [pr #1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)
|
||||
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
|
||||
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
|
||||
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
|
||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
||||
|
||||
@ -159,8 +160,8 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
|
||||
Roadmap
|
||||
-------
|
||||
Some of the goals for 2019 are:
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback)
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
@ -175,9 +176,9 @@ User screenshots:
|
||||
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
|
||||
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2018)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2018 onward)
|
||||
<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
|
||||
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -197,61 +198,66 @@ References
|
||||
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
|
||||
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Support Forums
|
||||
--------------
|
||||
Support
|
||||
-------
|
||||
|
||||
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
|
||||
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying customers.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
|
||||
**Where is the documentation?**
|
||||
|
||||
- The documentation is at the top of imgui.cpp + effectively imgui.h.
|
||||
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
|
||||
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
|
||||
- Run the examples/ applications and explore them.
|
||||
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
|
||||
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly.
|
||||
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
||||
|
||||
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
|
||||
|
||||
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
|
||||
|
||||
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
|
||||
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?**
|
||||
<br>**How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.**
|
||||
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
|
||||
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
|
||||
<br>**How can I load a different font than the default?**
|
||||
<br>**How can I easily use icons in my application?**
|
||||
<br>**How can I load multiple fonts?**
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
|
||||
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
|
||||
<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
|
||||
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
|
||||
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
|
||||
<br>**How can I help?**
|
||||
|
||||
See the FAQ in imgui.cpp for answers.
|
||||
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
|
||||
|
||||
**Can you create elaborate/serious tools with Dear ImGui?**
|
||||
|
||||
@ -269,7 +275,7 @@ You can alter the look of the interface to some degree: changing colors, sizes,
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
@ -279,7 +285,7 @@ Support dear imgui
|
||||
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Convince your company to financially support this project.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
@ -289,26 +295,26 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors (past and present):
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
|
||||
|
||||
**Platinum-chocolate sponsors**
|
||||
- **Blizzard Entertainment**.
|
||||
|
||||
**Double-chocolate sponsors**
|
||||
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
**Salty caramel supporters**
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc.
|
||||
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
|
||||
|
||||
**Caramel supporters**
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos.
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
|
||||
|
||||
And all other supporters; THANK YOU!
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
||||
Credits
|
||||
@ -316,7 +322,7 @@ Credits
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
@ -327,4 +333,4 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
||||
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
|
||||
|
@ -9,6 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
|
||||
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
|
||||
@ -25,27 +26,33 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
|
||||
- window: top most window flag? (#2574)
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
|
||||
- window/child: border could be emitted in parent as well.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents
|
||||
|
||||
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
|
||||
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
|
||||
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
|
||||
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
|
||||
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
|
||||
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
|
||||
|
||||
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
|
||||
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
|
||||
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
|
||||
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
@ -54,11 +61,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
|
||||
- widgets: add always-allow-overlap mode.
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default.
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
|
||||
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
|
||||
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
- widgets: checkbox: checkbox with custom glyph inside frame.
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
@ -72,8 +84,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: Global callback system so user can plug in an expression evaluator easily.
|
||||
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
@ -91,9 +107,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- layout: more generic alignment state (left/right/centered) for single items?
|
||||
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
|
||||
- layout: BeginGroup() needs a border option. (~#1496)
|
||||
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
||||
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
|
||||
|
||||
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
|
||||
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
|
||||
- columns: headers. re-orderable. (#513, #125)
|
||||
@ -120,8 +139,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
- separator: expose flags (#759)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
@ -129,12 +151,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
|
||||
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
|
||||
|
||||
- button: provide a button that looks framed. (?)
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id is odd.
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
|
||||
@ -145,7 +166,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: power/logarithmic slider and drags are weird. (#1316)
|
||||
- drag float: up/down axis
|
||||
- drag float: power != 0.0f with current value being outside the the range keeps the value stuck.
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: use clipper: make it easier to disable clipper with a single flag.
|
||||
@ -159,7 +180,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: expose hovered item for a basic ListBox
|
||||
- listbox: keyboard navigation.
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||
|
||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||
- popups/modal: make modal title bar blink when trying to click outside the modal
|
||||
@ -187,6 +210,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
|
||||
- tree node / optimization: avoid formatting when clipped.
|
||||
@ -196,6 +220,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
@ -208,29 +233,36 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
|
||||
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
|
||||
- style: global scale setting.
|
||||
- style: FramePadding could be different for up vs down (#584)
|
||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
|
||||
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
|
||||
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
|
||||
- log: obsolete LogButtons() all together.
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
|
||||
- filters: set a current filter that tree node can automatically query to hide themselves
|
||||
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
|
||||
- drag and drop: fix/support/options for overlapping drag sources.
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||
- drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||
- drag and drop: allow for multiple payload types. (#143)
|
||||
- drag and drop: make payload optional? (#143)
|
||||
- drag and drop: feedback when hovering a modal (cursor?)
|
||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||
- node/graph editor (#306)
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
@ -241,22 +273,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
|
||||
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||
- font: PushFontSize API (#1018)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
|
||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
||||
- font/atlas: add a missing Glyphs.reserve()
|
||||
- font/atlas: incremental updates
|
||||
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
|
||||
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
|
||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font/draw: need to be able to specify wrap start position.
|
||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
|
||||
- font/draw: underline, squiggle line rendering helpers.
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
|
||||
- font: fix AddRemapChar() to work before font has been built.
|
||||
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.)
|
||||
- font: fix AddRemapChar() to work before atlas has been built.
|
||||
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
|
||||
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
@ -277,6 +311,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav: tabs should go through most/all widgets (in submission order?).
|
||||
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
@ -293,21 +328,26 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- inputs: support track pad style scrolling & slider edit.
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
|
||||
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
|
||||
|
||||
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
|
||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
|
||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||
- misc: use more size_t in public api?
|
||||
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
|
||||
- misc: possible compile-time support for wchar_t instead of char*?
|
||||
|
||||
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
|
||||
- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
|
||||
- remote: make a system like RemoteImGui first-class citizen/project (#75)
|
||||
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
- demo: demonstrate Plot offset
|
||||
@ -315,6 +355,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: apple: example_apple should be using modern GL3.
|
||||
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
|
||||
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
|
||||
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
|
||||
|
@ -3,12 +3,16 @@
|
||||
1. PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
https://discourse.dearimgui.org/c/getting-started
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
https://discourse.dearimgui.org
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
|
||||
4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
||||
----
|
||||
|
||||
|
4
examples/.gitignore
vendored
4
examples/.gitignore
vendored
@ -25,12 +25,16 @@ project.xcworkspace
|
||||
xcuserdata
|
||||
|
||||
## Emscripten output
|
||||
*.o.tmp
|
||||
*.out.js
|
||||
*.out.wasm
|
||||
example_emscripten/example_emscripten.*
|
||||
|
||||
## Unix executables
|
||||
example_glfw_opengl2/example_glfw_opengl2
|
||||
example_glfw_opengl3/example_glfw_opengl3
|
||||
example_glut_opengl2/example_glut_opengl2
|
||||
example_null/example_null
|
||||
example_sdl_opengl2/example_sdl_opengl2
|
||||
example_sdl_opengl3/example_sdl_opengl3
|
||||
|
||||
|
@ -1,3 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.71
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
@ -26,7 +28,7 @@ This folder contains two things:
|
||||
They are the in the XXXX_example/ sub-folders.
|
||||
|
||||
You can find binaries of some of those example applications at:
|
||||
http://www.miracleworld.net/imgui/binaries
|
||||
http://www.dearimgui.org/binaries
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@ -89,9 +91,9 @@ Most the example bindings are split in 2 parts:
|
||||
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
|
||||
works and is bound, you can rewrite the code using your own systems.
|
||||
|
||||
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
|
||||
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
|
||||
seamlessly detached from the main application window. This is achieved using an extra layer to the
|
||||
platform and renderer bindings, which allows imgui to communicate platform-specific requests.
|
||||
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
|
||||
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
|
||||
improvements and fixes related to viewports and platform windows without extra work on your side.
|
||||
|
||||
@ -99,10 +101,10 @@ Most the example bindings are split in 2 parts:
|
||||
List of Platforms Bindings in this repository:
|
||||
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
|
||||
|
||||
List of Renderer Bindings in this repository:
|
||||
|
||||
@ -112,7 +114,7 @@ List of Renderer Bindings in this repository:
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
|
||||
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
|
||||
@ -120,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Note that Dear ImGui works with Emscripten.
|
||||
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
|
||||
Third-party framework, graphics API and languages bindings are listed at:
|
||||
|
||||
https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
|
||||
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
|
||||
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Miscellaneous: Software Renderer, RemoteImgui, etc.
|
||||
|
||||
|
||||
@ -147,6 +151,96 @@ Building:
|
||||
directly with a command-line compiler.
|
||||
|
||||
|
||||
example_allegro5/
|
||||
Allegro 5 example.
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
example_apple_metal/
|
||||
OSX & iOS + Metal.
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
|
||||
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
|
||||
|
||||
example_apple_opengl2/
|
||||
OSX + OpenGL2.
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
|
||||
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
|
||||
|
||||
example_empscripten:
|
||||
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
|
||||
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
|
||||
|
||||
example_glfw_metal/
|
||||
GLFW (Mac) + Metal example.
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
|
||||
|
||||
example_glfw_opengl2/
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
example_glfw_opengl3/
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
|
||||
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
|
||||
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
|
||||
|
||||
example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
|
||||
example_glut_opengl2/
|
||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
|
||||
= 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/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
example_null
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
|
||||
= main.cpp
|
||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
||||
Because this application doesn't create a window nor a graphic context, there's no graphics output.
|
||||
|
||||
example_sdl_opengl2/
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
example_sdl_opengl3/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
|
||||
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
|
||||
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
|
||||
|
||||
example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
@ -161,70 +255,5 @@ example_win32_directx11/
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
|
||||
example_apple_metal/
|
||||
OSX & iOS + Metal.
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
|
||||
|
||||
example_apple_opengl2/
|
||||
OSX + OpenGL2.
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
||||
|
||||
example_glfw_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_glfw_opengl3/
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_sdl_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_sdl_opengl3/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_allegro5/
|
||||
Allegro 5 example.
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
example_freeglut_opengl2/
|
||||
FreeGLUT + OpenGL2.
|
||||
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_marmalade/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
@ -2,21 +2,31 @@
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Ubuntu 14.04+
|
||||
### On Ubuntu 14.04+
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
### On Windows with Visual Studio's CLI
|
||||
|
||||
You may install Allegro using vcpkg:
|
||||
```
|
||||
git clone https://github.com/Microsoft/vcpkg
|
||||
cd vcpkg
|
||||
.\bootstrap-vcpkg.bat
|
||||
.\vcpkg install allegro5
|
||||
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
|
||||
```
|
||||
|
||||
Build:
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_allegro5</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@implementation AppDelegate
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
@interface Renderer : NSObject <MTKViewDelegate>
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import "Renderer.h"
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
#import "Renderer.h"
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import "ViewController.h"
|
||||
#import "Renderer.h"
|
||||
#include "imgui.h"
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
@ -38,14 +38,11 @@
|
||||
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = "<group>"; };
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = "<group>"; };
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
4080A9A420B0343C0036BA46 /* stb_truetype.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_truetype.h; path = ../../stb_truetype.h; sourceTree = "<group>"; };
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
|
||||
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
|
||||
4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = "<group>"; };
|
||||
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_rect_pack.h; path = ../../stb_rect_pack.h; sourceTree = "<group>"; };
|
||||
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
|
||||
4080A9AB20B0343C0036BA46 /* stb_textedit.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_textedit.h; path = ../../stb_textedit.h; sourceTree = "<group>"; };
|
||||
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
|
||||
4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||
4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||
@ -74,9 +71,6 @@
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */,
|
||||
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */,
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */,
|
||||
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */,
|
||||
4080A9AB20B0343C0036BA46 /* stb_textedit.h */,
|
||||
4080A9A420B0343C0036BA46 /* stb_truetype.h */,
|
||||
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */,
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */,
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */,
|
||||
|
@ -91,14 +91,14 @@
|
||||
ImGui::Render();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
60
examples/example_emscripten/Makefile
Normal file
60
examples/example_emscripten/Makefile
Normal file
@ -0,0 +1,60 @@
|
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions. This Makefile assumes you have
|
||||
# loaded emscripten's environment.
|
||||
#
|
||||
# Running `make` will produce three files:
|
||||
# - example_emscripten.html
|
||||
# - example_emscripten.js
|
||||
# - example_emscripten.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
|
||||
EXE = example_emscripten.html
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
EMS = -s USE_SDL=2 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
CPPFLAGS = -I../ -I../../
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
LIBS = $(EMS)
|
||||
LDFLAGS = --shell-file shell_minimal.html
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
|
8
examples/example_emscripten/README.md
Normal file
8
examples/example_emscripten/README.md
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
```
|
||||
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
|
||||
```
|
170
examples/example_emscripten/main.cpp
Normal file
170
examples/example_emscripten/main.cpp
Normal file
@ -0,0 +1,170 @@
|
||||
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
|
||||
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
|
||||
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
|
||||
//
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <emscripten.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengles2.h>
|
||||
|
||||
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
|
||||
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
|
||||
SDL_Window* g_Window = NULL;
|
||||
SDL_GLContext g_GLContext = NULL;
|
||||
|
||||
// For clarity, our main loop code is declared at the end.
|
||||
void main_loop(void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
|
||||
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
|
||||
// run this code on Chrome for Android for example.
|
||||
const char* glsl_version = "#version 100";
|
||||
//const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
g_GLContext = SDL_GL_CreateContext(g_Window);
|
||||
if (!g_GLContext)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize WebGL context!\n");
|
||||
return 1;
|
||||
}
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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 'misc/fonts/README.txt' 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);
|
||||
|
||||
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
|
||||
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
|
||||
}
|
||||
|
||||
void main_loop(void* arg)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(g_Window);
|
||||
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();
|
||||
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(g_Window);
|
||||
}
|
64
examples/example_emscripten/shell_minimal.html
Normal file
64
examples/example_emscripten/shell_minimal.html
Normal file
@ -0,0 +1,64 @@
|
||||
<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
|
||||
<title>Dear ImGui Emscripten example</title>
|
||||
<style>
|
||||
body { margin: 0; background-color: black }
|
||||
.emscripten {
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
left: 0px;
|
||||
margin: 0px;
|
||||
border: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
display: block;
|
||||
image-rendering: optimizeSpeed;
|
||||
image-rendering: -moz-crisp-edges;
|
||||
image-rendering: -o-crisp-edges;
|
||||
image-rendering: -webkit-optimize-contrast;
|
||||
image-rendering: optimize-contrast;
|
||||
image-rendering: crisp-edges;
|
||||
image-rendering: pixelated;
|
||||
-ms-interpolation-mode: nearest-neighbor;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
||||
<script type='text/javascript'>
|
||||
var Module = {
|
||||
preRun: [],
|
||||
postRun: [],
|
||||
print: (function() {
|
||||
return function(text) {
|
||||
text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.log(text);
|
||||
};
|
||||
})(),
|
||||
printErr: function(text) {
|
||||
text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.error(text);
|
||||
},
|
||||
canvas: (function() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
|
||||
return canvas;
|
||||
})(),
|
||||
setStatus: function(text) {
|
||||
console.log("status: " + text);
|
||||
},
|
||||
monitorRunDependencies: function(left) {
|
||||
// no run dependencies to log
|
||||
}
|
||||
};
|
||||
window.onerror = function() {
|
||||
console.log("onerror: " + event);
|
||||
};
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
</html>
|
44
examples/example_glfw_metal/Makefile
Normal file
44
examples/example_glfw_metal/Makefile
Normal file
@ -0,0 +1,44 @@
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# brew install glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_metal
|
||||
SOURCES = main.mm
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
|
||||
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
166
examples/example_glfw_metal/main.mm
Normal file
166
examples/example_glfw_metal/main.mm
Normal file
@ -0,0 +1,166 @@
|
||||
// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3native.h>
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// 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 'misc/fonts/README.txt' 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);
|
||||
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with graphics context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
NSWindow *nswin = glfwGetCocoaWindow(window);
|
||||
CAMetalLayer *layer = [CAMetalLayer layer];
|
||||
layer.device = device;
|
||||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
nswin.contentView.layer = layer;
|
||||
nswin.contentView.wantsLayer = YES;
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
ImGui_ImplGlfw_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();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
@ -19,39 +19,46 @@ SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -10,6 +10,9 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __APPLE__
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
@ -129,8 +132,14 @@ int main(int, char**)
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
|
@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS = -I../libs/gl3w
|
||||
CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
@ -44,30 +48,28 @@ CXXFLAGS = -I../libs/gl3w
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS += -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -171,14 +171,12 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
@ -1,3 +1,8 @@
|
||||
# Example usage:
|
||||
# mkdir build
|
||||
# cd build
|
||||
# cmake -g "Visual Studio 14 2015" ..
|
||||
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(imgui_example_glfw_vulkan C CXX)
|
||||
|
||||
@ -18,7 +23,7 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# ImGui
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -1,6 +1,13 @@
|
||||
// dear imgui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
@ -33,9 +40,11 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
static bool g_ResizeWanted = false;
|
||||
static int g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static int g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@ -99,6 +108,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -107,6 +117,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
@ -132,7 +143,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
break;
|
||||
}
|
||||
free(queues);
|
||||
IM_ASSERT(g_QueueFamily != -1);
|
||||
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
|
||||
}
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
@ -183,7 +194,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
@ -211,14 +224,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
@ -231,15 +242,21 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
@ -260,7 +277,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
@ -283,7 +300,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
@ -292,18 +309,19 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.pWaitSemaphores = &render_complete_semaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
@ -313,14 +331,14 @@ static void glfw_error_callback(int error, const char* description)
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
|
||||
g_ResizeWanted = true;
|
||||
g_ResizeWidth = w;
|
||||
g_ResizeHeight = h;
|
||||
g_SwapChainRebuild = true;
|
||||
g_SwapChainResizeWidth = w;
|
||||
g_SwapChainResizeHeight = h;
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
// Setup GLFW window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
@ -347,8 +365,8 @@ int main(int, char**)
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
@ -372,6 +390,8 @@ int main(int, char**)
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
@ -417,7 +437,7 @@ int main(int, char**)
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
@ -433,10 +453,13 @@ int main(int, char**)
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
if (g_ResizeWanted)
|
||||
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
|
||||
g_ResizeWanted = false;
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
@ -495,6 +518,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
68
examples/example_glut_opengl2/Makefile
Normal file
68
examples/example_glut_opengl2/Makefile
Normal file
@ -0,0 +1,68 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# Linux:
|
||||
# apt-get install freeglut3-dev
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glut_opengl2
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -lglut
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework GLUT
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 -lglut
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
@ -20,30 +20,35 @@
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
|
||||
<RootNamespace>example_freeglut_opengl2</RootNamespace>
|
||||
<RootNamespace>example_glut_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -154,7 +159,7 @@
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_freeglut.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
@ -162,7 +167,7 @@
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_freeglut.h" />
|
||||
<ClInclude Include="..\imgui_impl_glut.h" />
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
@ -22,7 +22,7 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_freeglut.cpp">
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
@ -42,7 +42,7 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_freeglut.h">
|
||||
<ClInclude Include="..\imgui_impl_glut.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h">
|
@ -1,11 +1,18 @@
|
||||
// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// dear imgui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_freeglut.h"
|
||||
#include "../imgui_impl_glut.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
@ -59,7 +66,7 @@ void glut_display_func()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplFreeGLUT_NewFrame();
|
||||
ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
my_display_code();
|
||||
|
||||
@ -85,14 +92,16 @@ int main(int argc, char** argv)
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
#endif
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 720);
|
||||
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
|
||||
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
|
||||
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
|
||||
glutDisplayFunc(glut_display_func);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@ -105,8 +114,8 @@ int main(int argc, char** argv)
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplFreeGLUT_Init();
|
||||
ImGui_ImplFreeGLUT_InstallFuncs();
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
@ -128,7 +137,7 @@ int main(int argc, char** argv)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplFreeGLUT_Shutdown();
|
||||
ImGui_ImplGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
59
examples/example_null/Makefile
Normal file
59
examples/example_null/Makefile
Normal file
@ -0,0 +1,59 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
|
||||
EXE = example_null
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
# %.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
@ -1,4 +1,6 @@
|
||||
// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
|
||||
// dear imgui: null/dummy example application
|
||||
// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
|
||||
// This is useful to test building, but you cannot interact with anything here!
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
||||
@ -13,7 +15,7 @@ int main(int, char**)
|
||||
int tex_w, tex_h;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
|
||||
|
||||
for (int n = 0; n < 50; n++)
|
||||
for (int n = 0; n < 20; n++)
|
||||
{
|
||||
printf("NewFrame() %d\n", n);
|
||||
io.DisplaySize = ImVec2(1920, 1080);
|
||||
|
@ -15,40 +15,49 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_opengl2
|
||||
SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL -ldl `sdl2-config --libs`
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ -I/usr/local/include `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ `pkg-config --cflags sdl2`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -1,8 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_opengl2.exe
|
||||
set OUT_EXE=example_sdl_opengl2
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
@ -19,31 +19,36 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -99,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -135,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -16,7 +16,7 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
@ -28,10 +28,10 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@ -39,6 +39,7 @@ int main(int, char**)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS = -I../libs/gl3w
|
||||
CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
@ -44,28 +48,27 @@ CXXFLAGS = -I../libs/gl3w
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL -ldl `sdl2-config --libs`
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_opengl3.exe
|
||||
set OUT_EXE=example_sdl_opengl3
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -99,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -135,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -25,7 +25,7 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
@ -52,10 +52,10 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
@ -79,6 +79,7 @@ int main(int, char**)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -170,7 +171,6 @@ int main(int, char**)
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -1,6 +1,13 @@
|
||||
// dear imgui: standalone example application for SDL2 + Vulkan
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
@ -25,7 +32,11 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@ -89,6 +100,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -97,6 +109,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
@ -122,7 +135,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
break;
|
||||
}
|
||||
free(queues);
|
||||
IM_ASSERT(g_QueueFamily != -1);
|
||||
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
|
||||
}
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
@ -173,7 +186,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
@ -201,14 +216,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
@ -221,15 +234,21 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
@ -250,7 +269,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
@ -273,7 +292,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
@ -282,33 +301,33 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.pWaitSemaphores = &render_complete_semaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
|
||||
// Setup Vulkan
|
||||
uint32_t extensions_count = 0;
|
||||
@ -330,13 +349,14 @@ int main(int, char**)
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -353,6 +373,8 @@ int main(int, char**)
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
@ -398,7 +420,7 @@ int main(int, char**)
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
@ -421,7 +443,19 @@ int main(int, char**)
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
|
||||
{
|
||||
g_SwapChainResizeWidth = (int)event.window.data1;
|
||||
g_SwapChainResizeHeight = (int)event.window.data2;
|
||||
g_SwapChainRebuild = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
@ -480,6 +514,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkan();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx10</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -81,7 +86,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -94,7 +99,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -109,7 +114,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -127,7 +132,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -15,106 +15,39 @@ static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -139,6 +72,7 @@ int main(int, char**)
|
||||
//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);
|
||||
@ -153,10 +87,10 @@ int main(int, char**)
|
||||
// - 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -217,8 +151,86 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -27,23 +27,27 @@
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -81,7 +85,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -94,7 +98,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -109,7 +113,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -127,7 +131,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -15,109 +15,39 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -157,10 +87,10 @@ int main(int, char**)
|
||||
// - 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -221,8 +151,89 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -21,7 +21,7 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx12</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
|
@ -36,261 +36,42 @@ static HANDLE g_hSwapChainWaitableObject = NULL;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D12Resource* pBackBuffer;
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtxt->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtxt->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtxt;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return E_FAIL;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
void WaitForLastSubmittedFrame();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -318,6 +99,7 @@ int main(int, char**)
|
||||
//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);
|
||||
@ -332,10 +114,10 @@ int main(int, char**)
|
||||
// - 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -423,8 +205,241 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return false;
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return false;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return false;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return false;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return false;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
ID3D12Resource* pBackBuffer = NULL;
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtxt->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtxt->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtxt;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx9</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,7 +90,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -98,7 +103,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -116,7 +121,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -134,7 +139,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
|
@ -10,76 +10,42 @@
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static LPDIRECT3D9 g_pD3D = NULL;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp = {};
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void ResetDevice();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
LPDIRECT3D9 pD3D;
|
||||
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
|
||||
// Create the D3DDevice
|
||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
{
|
||||
pD3D->Release();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
// Show the window
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -104,6 +70,7 @@ int main(int, char**)
|
||||
//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);
|
||||
@ -111,8 +78,6 @@ int main(int, char**)
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
@ -120,10 +85,10 @@ int main(int, char**)
|
||||
// - 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -186,21 +151,81 @@ int main(int, char**)
|
||||
|
||||
// Handle loss of D3D9 device
|
||||
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_pd3dDevice->Reset(&g_d3dpp);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
ResetDevice();
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
return false;
|
||||
|
||||
// Create the D3DDevice
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
|
||||
}
|
||||
|
||||
void ResetDevice()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
ResetDevice();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -15,6 +15,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
|
||||
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-11-30: Platform: Added touchscreen support.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
|
||||
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
@ -59,19 +62,9 @@ struct ImDrawVertAllegro
|
||||
ALLEGRO_COLOR col;
|
||||
};
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
// Backup Allegro state that will be modified
|
||||
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
||||
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
||||
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
||||
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
|
||||
int last_blender_op, last_blender_src, last_blender_dst;
|
||||
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
|
||||
|
||||
// Setup render state
|
||||
// Setup blending
|
||||
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
@ -87,7 +80,28 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
|
||||
al_use_projection_transform(&transform);
|
||||
}
|
||||
}
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Backup Allegro state that will be modified
|
||||
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
||||
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
||||
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
||||
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
|
||||
int last_blender_op, last_blender_src, last_blender_dst;
|
||||
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
|
||||
|
||||
// Setup desired render state
|
||||
ImGui_ImplAllegro5_SetupRenderState(draw_data);
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -122,19 +136,26 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
indices = (const int*)cmd_list->IdxBuffer.Data;
|
||||
}
|
||||
|
||||
// Render command lists
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplAllegro5_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
|
||||
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
@ -267,6 +288,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
@ -304,13 +326,35 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
if (ev->mouse.display == g_Display)
|
||||
{
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
|
||||
if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
|
||||
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_MOVE:
|
||||
if (ev->touch.display == g_Display)
|
||||
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_BEGIN:
|
||||
case ALLEGRO_EVENT_TOUCH_END:
|
||||
case ALLEGRO_EVENT_TOUCH_CANCEL:
|
||||
if (ev->touch.display == g_Display && ev->touch.primary)
|
||||
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
|
||||
if (ev->mouse.display == g_Display)
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
|
||||
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_DOWN:
|
||||
case ALLEGRO_EVENT_KEY_UP:
|
||||
@ -375,21 +419,5 @@ void ImGui_ImplAllegro5_NewFrame()
|
||||
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
|
||||
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
|
||||
|
||||
ALLEGRO_MOUSE_STATE mouse;
|
||||
if (keys.display == g_Display)
|
||||
{
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MouseDown[0] = mouse.buttons & (1 << 0);
|
||||
io.MouseDown[1] = mouse.buttons & (1 << 1);
|
||||
io.MouseDown[2] = mouse.buttons & (1 << 2);
|
||||
|
||||
ImGui_ImplAllegro5_UpdateMouseCursor();
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
||||
@ -55,10 +58,45 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
@ -108,7 +146,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
g_pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
@ -168,38 +206,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -208,23 +222,27 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
|
||||
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
@ -468,8 +486,10 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
@ -485,6 +505,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -493,7 +514,7 @@ void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
g_pd3dDevice = NULL;
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
@ -10,6 +11,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
@ -55,10 +58,45 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
@ -90,7 +128,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
@ -110,7 +148,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
@ -173,63 +211,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
@ -475,8 +493,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
@ -493,6 +513,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
g_pd3dDeviceContext->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -501,8 +523,8 @@ void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
g_pd3dDevice = NULL;
|
||||
g_pd3dDeviceContext = NULL;
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
@ -12,6 +13,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Various minor tidying up.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
|
||||
@ -43,10 +47,10 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
ID3D12Resource* IB;
|
||||
ID3D12Resource* VB;
|
||||
int VertexBufferSize;
|
||||
ID3D12Resource* IndexBuffer;
|
||||
ID3D12Resource* VertexBuffer;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
@ -57,97 +61,12 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
|
||||
{
|
||||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
g_frameIndex = g_frameIndex + 1;
|
||||
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
ID3D12Resource* g_pVB = frameResources->VB;
|
||||
ID3D12Resource* g_pIB = frameResources->IB;
|
||||
int g_VertexBufferSize = frameResources->VertexBufferSize;
|
||||
int g_IndexBufferSize = frameResources->IndexBufferSize;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
|
||||
return;
|
||||
frameResources->VB = g_pVB;
|
||||
frameResources->VertexBufferSize = g_VertexBufferSize;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
|
||||
return;
|
||||
frameResources->IB = g_pIB;
|
||||
frameResources->IndexBufferSize = g_IndexBufferSize;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unmap(0, &range);
|
||||
g_pIB->Unmap(0, &range);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
|
||||
{
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
@ -159,7 +78,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
@ -177,14 +96,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
unsigned int offset = 0;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
||||
vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = g_VertexBufferSize * stride;
|
||||
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = fr->VertexBufferSize * stride;
|
||||
vbv.StrideInBytes = stride;
|
||||
ctx->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
||||
ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
@ -192,34 +111,127 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
ctx->SetGraphicsRootSignature(g_pRootSignature);
|
||||
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup render state
|
||||
// Setup blend factor
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendFactor(blend_factor);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
g_frameIndex = g_frameIndex + 1;
|
||||
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
fr->VertexBuffer->Unmap(0, &range);
|
||||
fr->IndexBuffer->Unmap(0, &range);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
@ -490,9 +502,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
@ -576,23 +588,27 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
{
|
||||
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
|
||||
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_RTVFormat = rtv_format;
|
||||
@ -605,10 +621,11 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
g_pFrameResources[i].IB = NULL;
|
||||
g_pFrameResources[i].VB = NULL;
|
||||
g_pFrameResources[i].VertexBufferSize = 5000;
|
||||
g_pFrameResources[i].IndexBufferSize = 10000;
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
fr->IndexBuffer = NULL;
|
||||
fr->VertexBuffer = NULL;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -618,10 +635,10 @@ void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = NULL;
|
||||
g_pd3dDevice = NULL;
|
||||
g_hFontSrvCpuDescHandle.ptr = 0;
|
||||
g_hFontSrvGpuDescHandle.ptr = 0;
|
||||
g_pFrameResources = NULL;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,10 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
||||
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
|
||||
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
@ -40,6 +45,62 @@ struct CUSTOMVERTEX
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
||||
float T = draw_data->DisplayPos.y + 0.5f;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
||||
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
|
||||
D3DMATRIX mat_projection =
|
||||
{ { {
|
||||
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
|
||||
} } };
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
}
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
@ -109,83 +170,40 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
||||
float T = draw_data->DisplayPos.y + 0.5f;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
||||
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
|
||||
D3DMATRIX mat_projection =
|
||||
{
|
||||
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
|
||||
};
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
|
||||
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
@ -200,17 +218,20 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDevice->AddRef();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_pd3dDevice = NULL;
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
@ -251,24 +272,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
|
||||
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
|
||||
if (g_FontTexture)
|
||||
g_FontTexture->Release();
|
||||
g_FontTexture = NULL;
|
||||
io.Fonts->TexID = NULL;
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -18,5 +19,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
@ -1,29 +0,0 @@
|
||||
// dear imgui: Platform Binding for FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
|
||||
|
||||
// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
|
||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
||||
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
@ -15,6 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
@ -54,7 +56,7 @@ enum GlfwClientApi
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
@ -119,8 +121,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
g_PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
@ -265,31 +266,13 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Gamepad navigation mapping [BETA]
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
|
||||
{
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
@ -319,4 +302,29 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
@ -1,8 +1,14 @@
|
||||
// dear imgui: Platform Binding for FreeGLUT
|
||||
// dear imgui: Platform Binding for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
@ -11,12 +17,18 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
|
||||
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-03-22: Added FreeGLUT Platform binding.
|
||||
// 2018-03-22: Added GLUT Platform binding.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_freeglut.h"
|
||||
#include "imgui_impl_glut.h"
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
@ -24,10 +36,10 @@
|
||||
|
||||
static int g_Time = 0; // Current time, in milliseconds
|
||||
|
||||
bool ImGui_ImplFreeGLUT_Init()
|
||||
bool ImGui_ImplGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName ="imgui_impl_freeglut";
|
||||
io.BackendPlatformName ="imgui_impl_glut";
|
||||
|
||||
g_Time = 0;
|
||||
|
||||
@ -57,36 +69,41 @@ bool ImGui_ImplFreeGLUT_Init()
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_InstallFuncs()
|
||||
void ImGui_ImplGLUT_InstallFuncs()
|
||||
{
|
||||
glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
|
||||
glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
|
||||
glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
|
||||
glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
|
||||
glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
|
||||
glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
|
||||
glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
|
||||
glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
|
||||
glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
|
||||
glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
|
||||
glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
|
||||
glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
|
||||
glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
|
||||
#endif
|
||||
glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
|
||||
glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
|
||||
glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
|
||||
glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_Shutdown()
|
||||
void ImGui_ImplGLUT_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_NewFrame()
|
||||
void ImGui_ImplGLUT_NewFrame()
|
||||
{
|
||||
// Setup time step
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int current_time = glutGet(GLUT_ELAPSED_TIME);
|
||||
io.DeltaTime = (current_time - g_Time) / 1000.0f;
|
||||
int delta_time_ms = (current_time - g_Time);
|
||||
if (delta_time_ms <= 0)
|
||||
delta_time_ms = 1;
|
||||
io.DeltaTime = delta_time_ms / 1000.0f;
|
||||
g_Time = current_time;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
|
||||
static void ImGui_ImplGLUT_UpdateKeyboardMods()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int mods = glutGetModifiers();
|
||||
@ -95,13 +112,13 @@ static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
|
||||
io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
// Send character to imgui
|
||||
//printf("char_down_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 32)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
|
||||
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
|
||||
@ -113,11 +130,11 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
|
||||
else
|
||||
io.KeysDown[c] = true;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
//printf("char_up_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -129,31 +146,31 @@ void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
|
||||
else
|
||||
io.KeysDown[c] = false;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y)
|
||||
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_down_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = true;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y)
|
||||
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_up_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = false;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
ImGui_ImplGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
@ -167,7 +184,8 @@ void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
io.MouseDown[button] = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
@ -177,14 +195,15 @@ void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
io.MouseWheel -= 1.0;
|
||||
(void)button; // Unused
|
||||
}
|
||||
#endif
|
||||
|
||||
void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h)
|
||||
void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MotionFunc(int x, int y)
|
||||
void ImGui_ImplGLUT_MotionFunc(int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
35
examples/imgui_impl_glut.h
Normal file
35
examples/imgui_impl_glut.h
Normal file
@ -0,0 +1,35 @@
|
||||
// dear imgui: Platform Binding for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
|
||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
||||
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
@ -3,6 +3,8 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +12,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@ -38,9 +41,9 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
// 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++)
|
||||
@ -54,7 +57,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
for (int i = 0; i < nVert; i++)
|
||||
{
|
||||
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
|
||||
// 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;
|
||||
@ -76,6 +79,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
else
|
||||
{
|
||||
// FIXME: Not honoring ClipRect fields.
|
||||
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
|
||||
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
|
||||
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
|
||||
@ -163,8 +167,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
|
||||
if ((e->m_Char > 0 && e->m_Char < 0x10000))
|
||||
io.AddInputCharacter((unsigned short)e->m_Char);
|
||||
io.AddInputCharacter((unsigned int)e->m_Char);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-07-05: Metal: Added new Metal backend implementation.
|
||||
|
||||
@ -17,7 +21,7 @@
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
// #import <QuartzCore/CAMetalLayer.h> // Not suported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
|
||||
// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
|
||||
#import <simd/simd.h>
|
||||
|
||||
#pragma mark - Support classes
|
||||
@ -55,6 +59,12 @@
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
|
||||
- (void)emptyRenderPipelineStateCache;
|
||||
- (void)setupRenderState:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
||||
vertexBuffer:(MetalBuffer *)vertexBuffer
|
||||
vertexBufferOffset:(size_t)vertexBufferOffset;
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
|
||||
@ -68,6 +78,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
static dispatch_once_t onceToken;
|
||||
dispatch_once(&onceToken, ^{
|
||||
@ -86,7 +97,7 @@ void ImGui_ImplMetal_Shutdown()
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
|
||||
{
|
||||
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?");
|
||||
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
|
||||
g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
}
|
||||
@ -282,7 +293,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
||||
{
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// Thie hit rate for this cache should be very near 100%.
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
|
||||
|
||||
if (renderPipelineState == nil)
|
||||
@ -396,18 +407,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
[self.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
- (void)setupRenderState:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
||||
vertexBuffer:(MetalBuffer *)vertexBuffer
|
||||
vertexBufferOffset:(size_t)vertexBufferOffset
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
drawData->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
|
||||
|
||||
@ -418,12 +424,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = double(fb_width),
|
||||
.height = double(fb_height),
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
@ -437,71 +444,93 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
size_t vertexBufferLength = 0;
|
||||
size_t indexBufferLength = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
|
||||
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
ImVec2 pos = drawData->DisplayPos;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
ImDrawIdx idx_buffer_offset = 0;
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex: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)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_rect.x),
|
||||
.y = NSUInteger(clip_rect.y),
|
||||
.width = NSUInteger(clip_rect.z - clip_rect.x),
|
||||
.height = NSUInteger(clip_rect.w - clip_rect.y) };
|
||||
.height = NSUInteger(clip_rect.w - clip_rect.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
|
||||
// Bind texture, Draw
|
||||
if (pcmd->TextureId != NULL)
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + idx_buffer_offset];
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
|
@ -18,6 +18,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
|
||||
@ -43,6 +45,7 @@
|
||||
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
@ -54,6 +57,7 @@ static GLuint g_FontTexture = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
return true;
|
||||
@ -70,26 +74,9 @@ void ImGui_ImplOpenGL2_NewFrame()
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// OpenGL2 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
@ -102,10 +89,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
|
||||
// GLint last_program;
|
||||
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
// glUseProgram(0);
|
||||
// ImGui_ImplOpenGL2_RenderDrawData(...);
|
||||
// glUseProgram(last_program)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
@ -114,9 +108,34 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
// OpenGL2 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
|
||||
// Setup desired GL state
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -131,12 +150,22 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
@ -151,7 +180,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
// Restore modified GL state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
@ -1,9 +1,11 @@
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -11,8 +13,16 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
@ -36,17 +46,17 @@
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120
|
||||
// 3.0 130
|
||||
// 3.1 140
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330
|
||||
// 4.0 400
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420
|
||||
// 4.3 430
|
||||
// ES 2.0 100 "#version 100"
|
||||
// ES 3.0 300 "#version 300 es"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
@ -65,47 +75,65 @@
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// iOS, Android and Emscripten can use GL ES 3
|
||||
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
|
||||
#define USE_GL_ES3
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef USE_GL_ES3
|
||||
// OpenGL ES 3
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#else
|
||||
// Regular OpenGL
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h>
|
||||
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h>
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h>
|
||||
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#ifdef USE_GL_ES3
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
#else
|
||||
@ -116,6 +144,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -130,51 +164,8 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#ifdef GL_CLIP_ORIGIN
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
@ -187,7 +178,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
@ -206,60 +197,135 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
glBindVertexArray(vao_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
// Draw
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
if (clip_origin_lower_left)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
else
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
#else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
@ -268,7 +334,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
@ -298,7 +366,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
@ -329,7 +399,7 @@ static bool CheckShader(GLuint handle, const char* desc)
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 0)
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
@ -347,7 +417,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 0)
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
@ -360,10 +430,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer, last_vertex_array;
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
@ -477,7 +550,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version == 410)
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
@ -514,9 +587,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
@ -527,7 +600,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -1,17 +1,19 @@
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About OpenGL function loaders:
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
@ -21,7 +23,11 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
// Set default OpenGL loader to be gl3w
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Set default OpenGL3 loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
|
@ -1,10 +1,12 @@
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
@ -1,10 +1,12 @@
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
@ -12,11 +14,24 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
|
||||
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-07-07: Initial version.
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static bool g_MouseCursorHidden = false;
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@interface NSCursor()
|
||||
+ (id)_windowResizeNorthWestSouthEastCursor;
|
||||
+ (id)_windowResizeNorthEastSouthWestCursor;
|
||||
+ (id)_windowResizeNorthSouthCursor;
|
||||
+ (id)_windowResizeEastWestCursor;
|
||||
@end
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOSX_Init()
|
||||
@ -24,7 +39,7 @@ bool ImGui_ImplOSX_Init()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
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)
|
||||
@ -54,31 +69,19 @@ bool ImGui_ImplOSX_Init()
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
io.SetClipboardTextFn = [](void*, const char* str) -> void
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
|
||||
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
|
||||
};
|
||||
// Load cursors. Some of them are undocumented.
|
||||
g_MouseCursorHidden = false;
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||
|
||||
io.GetClipboardTextFn = [](void*) -> const char*
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
if (![available isEqualToString:NSPasteboardTypeString])
|
||||
return NULL;
|
||||
|
||||
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
|
||||
if (string == nil)
|
||||
return NULL;
|
||||
|
||||
const char* string_c = (const char*)[string UTF8String];
|
||||
size_t string_len = strlen(string_c);
|
||||
static ImVector<char> s_clipboard;
|
||||
s_clipboard.resize((int)string_len + 1);
|
||||
strcpy(s_clipboard.Data, string_c);
|
||||
return s_clipboard.Data;
|
||||
};
|
||||
// We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers,
|
||||
// because imgui.cpp has a default for them that works with OSX.
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -87,6 +90,34 @@ void ImGui_ImplOSX_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
if (!g_MouseCursorHidden)
|
||||
{
|
||||
g_MouseCursorHidden = true;
|
||||
[NSCursor hide];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
|
||||
if (g_MouseCursorHidden)
|
||||
{
|
||||
g_MouseCursorHidden = false;
|
||||
[NSCursor unhide];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
@ -101,6 +132,8 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
|
||||
io.DeltaTime = current_time - g_Time;
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplOSX_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
static int mapCharacterToKey(int c)
|
||||
@ -189,8 +222,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (c < 0xF700 && !io.KeyCtrl)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
int key = mapCharacterToKey(c);
|
||||
|
@ -7,9 +7,9 @@
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -17,6 +17,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
@ -41,7 +43,6 @@
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
@ -50,9 +51,6 @@
|
||||
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#if !SDL_HAS_VULKAN
|
||||
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
@ -268,6 +266,47 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
{
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -279,7 +318,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
@ -289,4 +329,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL2_UpdateGamepads();
|
||||
}
|
||||
|
@ -6,9 +6,9 @@
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -1,6 +1,8 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
@ -11,8 +13,22 @@
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||
// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
||||
// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
|
||||
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
|
||||
@ -31,28 +47,9 @@
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// Vulkan data
|
||||
static const VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
|
||||
static void (*g_CheckVkResultFn)(VkResult err) = NULL;
|
||||
|
||||
static VkDeviceSize g_BufferMemoryAlignment = 256;
|
||||
static VkPipelineCreateFlags g_PipelineCreateFlags = 0;
|
||||
|
||||
static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
|
||||
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
|
||||
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
|
||||
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
|
||||
|
||||
// Frame data
|
||||
struct FrameDataForRender
|
||||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_FrameRenderBuffers
|
||||
{
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
@ -61,8 +58,25 @@ struct FrameDataForRender
|
||||
VkBuffer VertexBuffer;
|
||||
VkBuffer IndexBuffer;
|
||||
};
|
||||
static int g_FrameIndex = 0;
|
||||
static FrameDataForRender g_FramesDataBuffers[IMGUI_VK_QUEUED_FRAMES] = {};
|
||||
|
||||
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
{
|
||||
uint32_t Index;
|
||||
uint32_t Count;
|
||||
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
|
||||
};
|
||||
|
||||
// Vulkan data
|
||||
static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
|
||||
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
|
||||
static VkDeviceSize g_BufferMemoryAlignment = 256;
|
||||
static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00;
|
||||
static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
|
||||
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
|
||||
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
|
||||
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
|
||||
|
||||
// Font data
|
||||
static VkSampler g_FontSampler = VK_NULL_HANDLE;
|
||||
@ -72,8 +86,42 @@ static VkImageView g_FontView = VK_NULL_HANDLE;
|
||||
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
|
||||
|
||||
// Render buffers
|
||||
static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers;
|
||||
|
||||
// Forward Declarations
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// SHADERS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// glsl_shader.vert, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
|
||||
|
||||
out gl_PerVertex { vec4 gl_Position; };
|
||||
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_vert_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
@ -121,6 +169,16 @@ static uint32_t __glsl_shader_vert_spv[] =
|
||||
|
||||
// glsl_shader.frag, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) out vec4 fColor;
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_frag_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
@ -150,10 +208,15 @@ static uint32_t __glsl_shader_frag_spv[] =
|
||||
0x00010038
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// FUNCTIONS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkPhysicalDeviceMemoryProperties prop;
|
||||
vkGetPhysicalDeviceMemoryProperties(g_PhysicalDevice, &prop);
|
||||
vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
|
||||
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
|
||||
if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
|
||||
return i;
|
||||
@ -162,17 +225,19 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (g_CheckVkResultFn)
|
||||
g_CheckVkResultFn(err);
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
if (v->CheckVkResultFn)
|
||||
v->CheckVkResultFn(err);
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
if (buffer != VK_NULL_HANDLE)
|
||||
vkDestroyBuffer(g_Device, buffer, g_Allocator);
|
||||
if (buffer_memory)
|
||||
vkFreeMemory(g_Device, buffer_memory, g_Allocator);
|
||||
vkDestroyBuffer(v->Device, buffer, v->Allocator);
|
||||
if (buffer_memory != VK_NULL_HANDLE)
|
||||
vkFreeMemory(v->Device, buffer_memory, v->Allocator);
|
||||
|
||||
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment;
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
@ -180,50 +245,109 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
buffer_info.size = vertex_buffer_size_aligned;
|
||||
buffer_info.usage = usage;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &buffer);
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
|
||||
check_vk_result(err);
|
||||
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(g_Device, buffer, &req);
|
||||
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &buffer_memory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkBindBufferMemory(g_Device, buffer, buffer_memory, 0);
|
||||
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
p_buffer_size = new_size;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
|
||||
// Bind Vertex And Index Buffer:
|
||||
{
|
||||
VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
|
||||
VkDeviceSize vertex_offset[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
|
||||
vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
|
||||
}
|
||||
|
||||
// Setup viewport:
|
||||
{
|
||||
VkViewport viewport;
|
||||
viewport.x = 0;
|
||||
viewport.y = 0;
|
||||
viewport.width = (float)fb_width;
|
||||
viewport.height = (float)fb_height;
|
||||
viewport.minDepth = 0.0f;
|
||||
viewport.maxDepth = 1.0f;
|
||||
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
||||
scale[1] = 2.0f / draw_data->DisplaySize.y;
|
||||
float translate[2];
|
||||
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
|
||||
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
||||
}
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
|
||||
{
|
||||
VkResult err;
|
||||
if (draw_data->TotalVtxCount == 0)
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0)
|
||||
return;
|
||||
|
||||
FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
|
||||
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
|
||||
// Create the Vertex and Index buffers:
|
||||
// Allocate array to store enough vertex/index buffers
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
|
||||
if (wrb->FrameRenderBuffers == NULL)
|
||||
{
|
||||
wrb->Index = 0;
|
||||
wrb->Count = v->ImageCount;
|
||||
wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
}
|
||||
IM_ASSERT(wrb->Count == v->ImageCount);
|
||||
wrb->Index = (wrb->Index + 1) % wrb->Count;
|
||||
ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
|
||||
|
||||
VkResult err;
|
||||
|
||||
// Create or resize the vertex/index buffers
|
||||
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
if (!fd->VertexBuffer || fd->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(fd->VertexBuffer, fd->VertexBufferMemory, fd->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
if (!fd->IndexBuffer || fd->IndexBufferSize < index_size)
|
||||
CreateOrResizeBuffer(fd->IndexBuffer, fd->IndexBufferMemory, fd->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
|
||||
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
|
||||
CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
|
||||
|
||||
// Upload Vertex and index Data:
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
{
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
err = vkMapMemory(g_Device, fd->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
|
||||
err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
|
||||
check_vk_result(err);
|
||||
err = vkMapMemory(g_Device, fd->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
|
||||
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
|
||||
check_vk_result(err);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -235,93 +359,81 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
}
|
||||
VkMappedMemoryRange range[2] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = fd->VertexBufferMemory;
|
||||
range[0].memory = rb->VertexBufferMemory;
|
||||
range[0].size = VK_WHOLE_SIZE;
|
||||
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[1].memory = fd->IndexBufferMemory;
|
||||
range[1].memory = rb->IndexBufferMemory;
|
||||
range[1].size = VK_WHOLE_SIZE;
|
||||
err = vkFlushMappedMemoryRanges(g_Device, 2, range);
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 2, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(g_Device, fd->VertexBufferMemory);
|
||||
vkUnmapMemory(g_Device, fd->IndexBufferMemory);
|
||||
vkUnmapMemory(v->Device, rb->VertexBufferMemory);
|
||||
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
|
||||
}
|
||||
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
// Setup desired Vulkan state
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
|
||||
// Bind Vertex And Index Buffer:
|
||||
{
|
||||
VkBuffer vertex_buffers[1] = { fd->VertexBuffer };
|
||||
VkDeviceSize vertex_offset[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset);
|
||||
vkCmdBindIndexBuffer(command_buffer, fd->IndexBuffer, 0, VK_INDEX_TYPE_UINT16);
|
||||
}
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Setup viewport:
|
||||
{
|
||||
VkViewport viewport;
|
||||
viewport.x = 0;
|
||||
viewport.y = 0;
|
||||
viewport.width = draw_data->DisplaySize.x;
|
||||
viewport.height = draw_data->DisplaySize.y;
|
||||
viewport.minDepth = 0.0f;
|
||||
viewport.maxDepth = 1.0f;
|
||||
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
||||
scale[1] = 2.0f / draw_data->DisplaySize.y;
|
||||
float translate[2];
|
||||
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
|
||||
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
||||
}
|
||||
|
||||
// Render the command lists:
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 display_pos = draw_data->DisplayPos;
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Negative offsets are illegal for vkCmdSetScissor
|
||||
if (clip_rect.x < 0.0f)
|
||||
clip_rect.x = 0.0f;
|
||||
if (clip_rect.y < 0.0f)
|
||||
clip_rect.y = 0.0f;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
// FIXME: We could clamp width/height based on clamped min/max values.
|
||||
VkRect2D scissor;
|
||||
scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0;
|
||||
scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0;
|
||||
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
|
||||
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
|
||||
scissor.offset.x = (int32_t)(clip_rect.x);
|
||||
scissor.offset.y = (int32_t)(clip_rect.y);
|
||||
scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x);
|
||||
scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y);
|
||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||
|
||||
// Draw
|
||||
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
@ -347,17 +459,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
|
||||
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
err = vkCreateImage(g_Device, &info, g_Allocator, &g_FontImage);
|
||||
err = vkCreateImage(v->Device, &info, v->Allocator, &g_FontImage);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetImageMemoryRequirements(g_Device, g_FontImage, &req);
|
||||
vkGetImageMemoryRequirements(v->Device, g_FontImage, &req);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_FontMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory);
|
||||
check_vk_result(err);
|
||||
err = vkBindImageMemory(g_Device, g_FontImage, g_FontMemory, 0);
|
||||
err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -371,7 +483,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
info.subresourceRange.levelCount = 1;
|
||||
info.subresourceRange.layerCount = 1;
|
||||
err = vkCreateImageView(g_Device, &info, g_Allocator, &g_FontView);
|
||||
err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -387,7 +499,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
write_desc[0].descriptorCount = 1;
|
||||
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
write_desc[0].pImageInfo = desc_image;
|
||||
vkUpdateDescriptorSets(g_Device, 1, write_desc, 0, NULL);
|
||||
vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL);
|
||||
}
|
||||
|
||||
// Create the Upload Buffer:
|
||||
@ -397,34 +509,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(g_Device, &buffer_info, g_Allocator, &g_UploadBuffer);
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(g_Device, g_UploadBuffer, &req);
|
||||
vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(g_Device, &alloc_info, g_Allocator, &g_UploadBufferMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(g_Device, g_UploadBuffer, g_UploadBufferMemory, 0);
|
||||
err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = NULL;
|
||||
err = vkMapMemory(g_Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
check_vk_result(err);
|
||||
memcpy(map, pixels, upload_size);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = g_UploadBufferMemory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(g_Device, 1, range);
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(g_Device, g_UploadBufferMemory);
|
||||
vkUnmapMemory(v->Device, g_UploadBufferMemory);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
@ -473,6 +585,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
VkShaderModule vert_module;
|
||||
VkShaderModule frag_module;
|
||||
@ -483,13 +596,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
|
||||
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module);
|
||||
err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module);
|
||||
check_vk_result(err);
|
||||
VkShaderModuleCreateInfo frag_info = {};
|
||||
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
|
||||
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module);
|
||||
err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -506,7 +619,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
|
||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -522,7 +635,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
err = vkCreateDescriptorSetLayout(g_Device, &info, g_Allocator, &g_DescriptorSetLayout);
|
||||
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -530,10 +643,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
{
|
||||
VkDescriptorSetAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||
alloc_info.descriptorPool = g_DescriptorPool;
|
||||
alloc_info.descriptorPool = v->DescriptorPool;
|
||||
alloc_info.descriptorSetCount = 1;
|
||||
alloc_info.pSetLayouts = &g_DescriptorSetLayout;
|
||||
err = vkAllocateDescriptorSets(g_Device, &alloc_info, &g_DescriptorSet);
|
||||
err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -551,7 +664,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout);
|
||||
err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -649,74 +762,63 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = g_RenderPass;
|
||||
err = vkCreateGraphicsPipelines(g_Device, g_PipelineCache, 1, &info, g_Allocator, &g_Pipeline);
|
||||
err = vkCreateGraphicsPipelines(v->Device, v->PipelineCache, 1, &info, v->Allocator, &g_Pipeline);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyShaderModule(g_Device, vert_module, g_Allocator);
|
||||
vkDestroyShaderModule(g_Device, frag_module, g_Allocator);
|
||||
vkDestroyShaderModule(v->Device, vert_module, v->Allocator);
|
||||
vkDestroyShaderModule(v->Device, frag_module, v->Allocator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_InvalidateFontUploadObjects()
|
||||
void ImGui_ImplVulkan_DestroyFontUploadObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
if (g_UploadBuffer)
|
||||
{
|
||||
vkDestroyBuffer(g_Device, g_UploadBuffer, g_Allocator);
|
||||
vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator);
|
||||
g_UploadBuffer = VK_NULL_HANDLE;
|
||||
}
|
||||
if (g_UploadBufferMemory)
|
||||
{
|
||||
vkFreeMemory(g_Device, g_UploadBufferMemory, g_Allocator);
|
||||
vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator);
|
||||
g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_InvalidateDeviceObjects()
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
||||
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
{
|
||||
FrameDataForRender* fd = &g_FramesDataBuffers[i];
|
||||
if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (fd->VertexBufferMemory) { vkFreeMemory (g_Device, fd->VertexBufferMemory, g_Allocator); fd->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (fd->IndexBuffer) { vkDestroyBuffer (g_Device, fd->IndexBuffer, g_Allocator); fd->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (fd->IndexBufferMemory) { vkFreeMemory (g_Device, fd->IndexBufferMemory, g_Allocator); fd->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; }
|
||||
if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; }
|
||||
if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; }
|
||||
if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; }
|
||||
if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
|
||||
if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; }
|
||||
if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
|
||||
if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
|
||||
if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
|
||||
if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; }
|
||||
if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
|
||||
if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Device != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Queue != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->MinImageCount >= 2);
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
IM_ASSERT(render_pass != VK_NULL_HANDLE);
|
||||
|
||||
g_Instance = info->Instance;
|
||||
g_PhysicalDevice = info->PhysicalDevice;
|
||||
g_Device = info->Device;
|
||||
g_QueueFamily = info->QueueFamily;
|
||||
g_Queue = info->Queue;
|
||||
g_VulkanInitInfo = *info;
|
||||
g_RenderPass = render_pass;
|
||||
g_PipelineCache = info->PipelineCache;
|
||||
g_DescriptorPool = info->DescriptorPool;
|
||||
g_Allocator = info->Allocator;
|
||||
g_CheckVkResultFn = info->CheckVkResultFn;
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
@ -724,16 +826,30 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
|
||||
void ImGui_ImplVulkan_Shutdown()
|
||||
{
|
||||
ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
{
|
||||
IM_ASSERT(min_image_count >= 2);
|
||||
if (g_VulkanInitInfo.MinImageCount == min_image_count)
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err = vkDeviceWaitIdle(v->Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
|
||||
g_VulkanInitInfo.MinImageCount = min_image_count;
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
@ -741,40 +857,12 @@ void ImGui_ImplVulkan_NewFrame()
|
||||
// 2) the upcoming multi-viewport feature will need 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 application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||||
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
#include <stdlib.h> // malloc
|
||||
|
||||
ImGui_ImplVulkanH_FrameData::ImGui_ImplVulkanH_FrameData()
|
||||
{
|
||||
BackbufferIndex = 0;
|
||||
CommandPool = VK_NULL_HANDLE;
|
||||
CommandBuffer = VK_NULL_HANDLE;
|
||||
Fence = VK_NULL_HANDLE;
|
||||
ImageAcquiredSemaphore = VK_NULL_HANDLE;
|
||||
RenderCompleteSemaphore = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
ImGui_ImplVulkanH_WindowData::ImGui_ImplVulkanH_WindowData()
|
||||
{
|
||||
Width = Height = 0;
|
||||
Swapchain = VK_NULL_HANDLE;
|
||||
Surface = VK_NULL_HANDLE;
|
||||
memset(&SurfaceFormat, 0, sizeof(SurfaceFormat));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
RenderPass = VK_NULL_HANDLE;
|
||||
ClearEnable = true;
|
||||
memset(&ClearValue, 0, sizeof(ClearValue));
|
||||
BackBufferCount = 0;
|
||||
memset(&BackBuffer, 0, sizeof(BackBuffer));
|
||||
memset(&BackBufferView, 0, sizeof(BackBufferView));
|
||||
memset(&Framebuffer, 0, sizeof(Framebuffer));
|
||||
FrameIndex = 0;
|
||||
}
|
||||
|
||||
VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
|
||||
{
|
||||
IM_ASSERT(request_formats != NULL);
|
||||
@ -841,7 +929,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
|
||||
return VK_PRESENT_MODE_FIFO_KHR; // Always available
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
|
||||
(void)physical_device;
|
||||
@ -849,9 +937,10 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_
|
||||
|
||||
// Create Command Buffers
|
||||
VkResult err;
|
||||
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
@ -879,9 +968,9 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_
|
||||
{
|
||||
VkSemaphoreCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
|
||||
err = vkCreateSemaphore(device, &info, allocator, &fd->ImageAcquiredSemaphore);
|
||||
err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore);
|
||||
check_vk_result(err);
|
||||
err = vkCreateSemaphore(device, &info, allocator, &fd->RenderCompleteSemaphore);
|
||||
err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
@ -899,24 +988,26 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m
|
||||
return 1;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h)
|
||||
// Also destroy old swap chain and in-flight frames data, if any.
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
|
||||
{
|
||||
uint32_t min_image_count = 2; // FIXME: this should become a function parameter
|
||||
|
||||
VkResult err;
|
||||
VkSwapchainKHR old_swapchain = wd->Swapchain;
|
||||
err = vkDeviceWaitIdle(device);
|
||||
check_vk_result(err);
|
||||
|
||||
// We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
|
||||
// Destroy old Framebuffer
|
||||
for (uint32_t i = 0; i < wd->BackBufferCount; i++)
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
if (wd->BackBufferView[i])
|
||||
vkDestroyImageView(device, wd->BackBufferView[i], allocator);
|
||||
if (wd->Framebuffer[i])
|
||||
vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator);
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
wd->BackBufferCount = 0;
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = NULL;
|
||||
wd->FrameSemaphores = NULL;
|
||||
wd->ImageCount = 0;
|
||||
if (wd->RenderPass)
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
|
||||
@ -960,10 +1051,21 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
|
||||
}
|
||||
err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
|
||||
check_vk_result(err);
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, NULL);
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL);
|
||||
check_vk_result(err);
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->BackBufferCount, wd->BackBuffer);
|
||||
VkImage backbuffers[16] = {};
|
||||
IM_ASSERT(wd->ImageCount >= min_image_count);
|
||||
IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
||||
check_vk_result(err);
|
||||
|
||||
IM_ASSERT(wd->Frames == NULL);
|
||||
wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
|
||||
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
|
||||
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
|
||||
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
wd->Frames[i].Backbuffer = backbuffers[i];
|
||||
}
|
||||
if (old_swapchain)
|
||||
vkDestroySwapchainKHR(device, old_swapchain, allocator);
|
||||
@ -1017,10 +1119,11 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
|
||||
info.components.a = VK_COMPONENT_SWIZZLE_A;
|
||||
VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
|
||||
info.subresourceRange = image_range;
|
||||
for (uint32_t i = 0; i < wd->BackBufferCount; i++)
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
info.image = wd->BackBuffer[i];
|
||||
err = vkCreateImageView(device, &info, allocator, &wd->BackBufferView[i]);
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
|
||||
info.image = fd->Backbuffer;
|
||||
err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
@ -1036,36 +1139,80 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
|
||||
info.width = wd->Width;
|
||||
info.height = wd->Height;
|
||||
info.layers = 1;
|
||||
for (uint32_t i = 0; i < wd->BackBufferCount; i++)
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
attachment[0] = wd->BackBufferView[i];
|
||||
err = vkCreateFramebuffer(device, &info, allocator, &wd->Framebuffer[i]);
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
|
||||
attachment[0] = fd->BackbufferView;
|
||||
err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
|
||||
void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
|
||||
{
|
||||
(void)instance;
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
|
||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
|
||||
//vkQueueWaitIdle(g_Queue);
|
||||
|
||||
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
|
||||
vkDestroyFence(device, fd->Fence, allocator);
|
||||
vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
|
||||
vkDestroyCommandPool(device, fd->CommandPool, allocator);
|
||||
vkDestroySemaphore(device, fd->ImageAcquiredSemaphore, allocator);
|
||||
vkDestroySemaphore(device, fd->RenderCompleteSemaphore, allocator);
|
||||
}
|
||||
for (uint32_t i = 0; i < wd->BackBufferCount; i++)
|
||||
{
|
||||
vkDestroyImageView(device, wd->BackBufferView[i], allocator);
|
||||
vkDestroyFramebuffer(device, wd->Framebuffer[i], allocator);
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = NULL;
|
||||
wd->FrameSemaphores = NULL;
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
||||
*wd = ImGui_ImplVulkanH_WindowData();
|
||||
|
||||
*wd = ImGui_ImplVulkanH_Window();
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
vkDestroyFence(device, fd->Fence, allocator);
|
||||
vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer);
|
||||
vkDestroyCommandPool(device, fd->CommandPool, allocator);
|
||||
fd->Fence = VK_NULL_HANDLE;
|
||||
fd->CommandBuffer = VK_NULL_HANDLE;
|
||||
fd->CommandPool = VK_NULL_HANDLE;
|
||||
|
||||
vkDestroyImageView(device, fd->BackbufferView, allocator);
|
||||
vkDestroyFramebuffer(device, fd->Framebuffer, allocator);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator);
|
||||
vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator);
|
||||
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
buffers->VertexBufferSize = 0;
|
||||
buffers->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
for (uint32_t n = 0; n < buffers->Count; n++)
|
||||
ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
|
||||
IM_FREE(buffers->FrameRenderBuffers);
|
||||
buffers->FrameRenderBuffers = NULL;
|
||||
buffers->Index = 0;
|
||||
buffers->Count = 0;
|
||||
}
|
||||
|
@ -1,6 +1,8 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
@ -11,13 +13,19 @@
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#define IMGUI_VK_QUEUED_FRAMES 2
|
||||
|
||||
// Please zero-clear before use.
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
@ -27,6 +35,8 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
@ -37,15 +47,13 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
|
||||
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
@ -53,36 +61,44 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
// 2) the upcoming multi-viewport feature will need 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 application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||||
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameData;
|
||||
struct ImGui_ImplVulkanH_WindowData;
|
||||
struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
struct ImGui_ImplVulkanH_FrameData
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame
|
||||
{
|
||||
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
VkFramebuffer Framebuffer;
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
{
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
struct ImGui_ImplVulkanH_WindowData
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
@ -93,13 +109,17 @@ struct ImGui_ImplVulkanH_WindowData
|
||||
VkRenderPass RenderPass;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t BackBufferCount;
|
||||
VkImage BackBuffer[16];
|
||||
VkImageView BackBufferView[16];
|
||||
VkFramebuffer Framebuffer[16];
|
||||
uint32_t FrameIndex;
|
||||
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
ClearEnable = true;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -5,8 +5,7 @@
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
@ -14,10 +13,15 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <XInput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
||||
@ -39,6 +43,8 @@ static HWND g_hWnd = 0;
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
static bool g_HasGamepad = false;
|
||||
static bool g_WantUpdateHasGamepad = true;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
@ -134,11 +140,63 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
// Set mouse position
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
POINT pos;
|
||||
if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
|
||||
if (::ScreenToClient(g_hWnd, &pos))
|
||||
if (HWND active_window = ::GetForegroundWindow())
|
||||
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
|
||||
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
||||
}
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "xinput")
|
||||
#endif
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplWin32_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (g_WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps;
|
||||
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
|
||||
g_WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
XINPUT_STATE xinput_state;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -172,19 +230,25 @@ void ImGui_ImplWin32_NewFrame()
|
||||
g_LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
#endif
|
||||
#ifndef DBT_DEVNODES_CHANGED
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Process Win32 mouse/keyboard 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.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
@ -197,11 +261,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
::SetCapture(hwnd);
|
||||
io.MouseDown[button] = true;
|
||||
@ -210,11 +276,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) button = 0;
|
||||
if (msg == WM_RBUTTONUP) button = 1;
|
||||
if (msg == WM_MBUTTONUP) button = 2;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
io.MouseDown[button] = false;
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
@ -238,13 +306,16 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
io.AddInputCharacter((unsigned int)wParam);
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
g_WantUpdateHasGamepad = true;
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -5,8 +5,7 @@
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
25
imconfig.h
25
imconfig.h
@ -3,10 +3,10 @@
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -17,7 +17,8 @@
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
@ -25,13 +26,14 @@
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
@ -61,9 +63,18 @@
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
|
||||
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
|
||||
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
/*
|
||||
namespace ImGui
|
||||
|
980
imgui_demo.cpp
980
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
413
imgui_draw.cpp
413
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.67
|
||||
// dear imgui, v1.71
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -8,6 +8,7 @@ Index of this file:
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImDrawListSplitter
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
// [SECTION] ImFontConfig
|
||||
@ -33,7 +34,7 @@ Index of this file:
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#if !defined(alloca)
|
||||
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__)
|
||||
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
|
||||
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
|
||||
#elif defined(_WIN32)
|
||||
#include <malloc.h> // alloca
|
||||
@ -47,17 +48,20 @@ Index of this file:
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
|
||||
#endif
|
||||
#if __has_warning("-Wcomma")
|
||||
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
|
||||
#endif
|
||||
@ -71,6 +75,7 @@ Index of this file:
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
|
||||
#if __GNUC__ >= 8
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
@ -81,7 +86,7 @@ Index of this file:
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Compile time options:
|
||||
//#define IMGUI_STB_NAMESPACE ImGuiStb
|
||||
//#define IMGUI_STB_NAMESPACE ImStb
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
@ -97,7 +102,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function"
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
@ -105,7 +110,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
|
||||
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
|
||||
@ -127,8 +132,8 @@ namespace IMGUI_STB_NAMESPACE
|
||||
|
||||
#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
|
||||
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
|
||||
#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
|
||||
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
|
||||
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
|
||||
#define STBTT_assert(x) IM_ASSERT(x)
|
||||
#define STBTT_fmod(x,y) ImFmod(x,y)
|
||||
#define STBTT_sqrt(x) ImSqrt(x)
|
||||
@ -148,20 +153,20 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#if defined(_MSC_VER)
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_STB_NAMESPACE
|
||||
} // namespace ImGuiStb
|
||||
} // namespace ImStb
|
||||
using namespace IMGUI_STB_NAMESPACE;
|
||||
#endif
|
||||
|
||||
@ -345,6 +350,7 @@ ImDrawListSharedData::ImDrawListSharedData()
|
||||
FontSize = 0.0f;
|
||||
CurveTessellationTol = 0.0f;
|
||||
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
|
||||
InitialFlags = ImDrawListFlags_None;
|
||||
|
||||
// Const data
|
||||
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
|
||||
@ -359,16 +365,15 @@ void ImDrawList::Clear()
|
||||
CmdBuffer.resize(0);
|
||||
IdxBuffer.resize(0);
|
||||
VtxBuffer.resize(0);
|
||||
Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill;
|
||||
Flags = _Data->InitialFlags;
|
||||
_VtxCurrentOffset = 0;
|
||||
_VtxCurrentIdx = 0;
|
||||
_VtxWritePtr = NULL;
|
||||
_IdxWritePtr = NULL;
|
||||
_ClipRectStack.resize(0);
|
||||
_TextureIdStack.resize(0);
|
||||
_Path.resize(0);
|
||||
_ChannelsCurrent = 0;
|
||||
_ChannelsCount = 1;
|
||||
// NB: Do not clear channels so our allocations are re-used after the first frame.
|
||||
_Splitter.Clear();
|
||||
}
|
||||
|
||||
void ImDrawList::ClearFreeMemory()
|
||||
@ -382,15 +387,7 @@ void ImDrawList::ClearFreeMemory()
|
||||
_ClipRectStack.clear();
|
||||
_TextureIdStack.clear();
|
||||
_Path.clear();
|
||||
_ChannelsCurrent = 0;
|
||||
_ChannelsCount = 1;
|
||||
for (int i = 0; i < _Channels.Size; i++)
|
||||
{
|
||||
if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
|
||||
_Channels[i].CmdBuffer.clear();
|
||||
_Channels[i].IdxBuffer.clear();
|
||||
}
|
||||
_Channels.clear();
|
||||
_Splitter.ClearFreeMemory();
|
||||
}
|
||||
|
||||
ImDrawList* ImDrawList::CloneOutput() const
|
||||
@ -405,13 +402,15 @@ ImDrawList* ImDrawList::CloneOutput() const
|
||||
|
||||
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
|
||||
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
|
||||
|
||||
void ImDrawList::AddDrawCmd()
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = GetCurrentClipRect();
|
||||
draw_cmd.TextureId = GetCurrentTextureId();
|
||||
draw_cmd.VtxOffset = _VtxCurrentOffset;
|
||||
draw_cmd.IdxOffset = IdxBuffer.Size;
|
||||
|
||||
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
|
||||
CmdBuffer.push_back(draw_cmd);
|
||||
@ -518,88 +517,17 @@ void ImDrawList::PopTextureID()
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsSplit(int channels_count)
|
||||
{
|
||||
IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
|
||||
int old_channels_count = _Channels.Size;
|
||||
if (old_channels_count < channels_count)
|
||||
_Channels.resize(channels_count);
|
||||
_ChannelsCount = channels_count;
|
||||
|
||||
// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
|
||||
// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
|
||||
// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
|
||||
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
|
||||
for (int i = 1; i < channels_count; i++)
|
||||
{
|
||||
if (i >= old_channels_count)
|
||||
{
|
||||
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
|
||||
}
|
||||
else
|
||||
{
|
||||
_Channels[i].CmdBuffer.resize(0);
|
||||
_Channels[i].IdxBuffer.resize(0);
|
||||
}
|
||||
if (_Channels[i].CmdBuffer.Size == 0)
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = _ClipRectStack.back();
|
||||
draw_cmd.TextureId = _TextureIdStack.back();
|
||||
_Channels[i].CmdBuffer.push_back(draw_cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsMerge()
|
||||
{
|
||||
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
|
||||
if (_ChannelsCount <= 1)
|
||||
return;
|
||||
|
||||
ChannelsSetCurrent(0);
|
||||
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
|
||||
CmdBuffer.pop_back();
|
||||
|
||||
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
|
||||
for (int i = 1; i < _ChannelsCount; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
|
||||
ch.CmdBuffer.pop_back();
|
||||
new_cmd_buffer_count += ch.CmdBuffer.Size;
|
||||
new_idx_buffer_count += ch.IdxBuffer.Size;
|
||||
}
|
||||
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
|
||||
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
|
||||
|
||||
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
|
||||
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
|
||||
for (int i = 1; i < _ChannelsCount; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
|
||||
if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
|
||||
}
|
||||
UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
|
||||
_ChannelsCount = 1;
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsSetCurrent(int idx)
|
||||
{
|
||||
IM_ASSERT(idx < _ChannelsCount);
|
||||
if (_ChannelsCurrent == idx) return;
|
||||
memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
|
||||
memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
|
||||
_ChannelsCurrent = idx;
|
||||
memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
|
||||
memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
|
||||
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
|
||||
}
|
||||
|
||||
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
|
||||
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
{
|
||||
// Large mesh support (when enabled)
|
||||
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
|
||||
{
|
||||
_VtxCurrentOffset = VtxBuffer.Size;
|
||||
_VtxCurrentIdx = 0;
|
||||
AddDrawCmd();
|
||||
}
|
||||
|
||||
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
|
||||
draw_cmd.ElemCount += idx_count;
|
||||
|
||||
@ -660,7 +588,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
|
||||
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
|
||||
// Those macros expects l-values.
|
||||
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
|
||||
#define IM_NORMALIZE2F_OVER_EPSILON_CLAMP(VX,VY,EPS,INVLENMAX) { float d2 = VX*VX + VY*VY; if (d2 > EPS) { float inv_len = 1.0f / ImSqrt(d2); if (inv_len > INVLENMAX) inv_len = INVLENMAX; VX *= inv_len; VY *= inv_len; } }
|
||||
#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
|
||||
|
||||
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
|
||||
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
|
||||
@ -687,7 +615,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
|
||||
// Temporary buffer
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
|
||||
ImVec2* temp_points = temp_normals + points_count;
|
||||
|
||||
for (int i1 = 0; i1 < count; i1++)
|
||||
@ -722,7 +650,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
// Average normals
|
||||
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
|
||||
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
|
||||
IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f)
|
||||
IM_FIXNORMAL2F(dm_x, dm_y)
|
||||
dm_x *= AA_SIZE;
|
||||
dm_y *= AA_SIZE;
|
||||
|
||||
@ -777,7 +705,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
// Average normals
|
||||
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
|
||||
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
|
||||
IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
|
||||
IM_FIXNORMAL2F(dm_x, dm_y);
|
||||
float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
|
||||
float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
|
||||
float dm_in_x = dm_x * half_inner_thickness;
|
||||
@ -878,7 +806,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
}
|
||||
|
||||
// Compute normals
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
|
||||
for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
const ImVec2& p0 = points[i0];
|
||||
@ -897,7 +825,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
const ImVec2& n1 = temp_normals[i1];
|
||||
float dm_x = (n0.x + n1.x) * 0.5f;
|
||||
float dm_y = (n0.y + n1.y) * 0.5f;
|
||||
IM_NORMALIZE2F_OVER_EPSILON_CLAMP(dm_x, dm_y, 0.000001f, 100.0f);
|
||||
IM_FIXNORMAL2F(dm_x, dm_y);
|
||||
dm_x *= AA_SIZE * 0.5f;
|
||||
dm_y *= AA_SIZE * 0.5f;
|
||||
|
||||
@ -955,6 +883,9 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
|
||||
_Path.push_back(centre);
|
||||
return;
|
||||
}
|
||||
|
||||
// Note that we are adding a point at both a_min and a_max.
|
||||
// If you are trying to draw a full closed circle you don't want the overlapping points!
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
@ -1138,21 +1069,23 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments);
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@ -1257,6 +1190,133 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawListSplitter
|
||||
//-----------------------------------------------------------------------------
|
||||
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImDrawListSplitter::ClearFreeMemory()
|
||||
{
|
||||
for (int i = 0; i < _Channels.Size; i++)
|
||||
{
|
||||
if (i == _Current)
|
||||
memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
|
||||
_Channels[i]._CmdBuffer.clear();
|
||||
_Channels[i]._IdxBuffer.clear();
|
||||
}
|
||||
_Current = 0;
|
||||
_Count = 1;
|
||||
_Channels.clear();
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
|
||||
{
|
||||
IM_ASSERT(_Current == 0 && _Count <= 1);
|
||||
int old_channels_count = _Channels.Size;
|
||||
if (old_channels_count < channels_count)
|
||||
_Channels.resize(channels_count);
|
||||
_Count = channels_count;
|
||||
|
||||
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
|
||||
// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
|
||||
// When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
|
||||
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
|
||||
for (int i = 1; i < channels_count; i++)
|
||||
{
|
||||
if (i >= old_channels_count)
|
||||
{
|
||||
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
|
||||
}
|
||||
else
|
||||
{
|
||||
_Channels[i]._CmdBuffer.resize(0);
|
||||
_Channels[i]._IdxBuffer.resize(0);
|
||||
}
|
||||
if (_Channels[i]._CmdBuffer.Size == 0)
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
|
||||
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
|
||||
_Channels[i]._CmdBuffer.push_back(draw_cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
|
||||
{
|
||||
return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
{
|
||||
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
|
||||
if (_Count <= 1)
|
||||
return;
|
||||
|
||||
SetCurrentChannel(draw_list, 0);
|
||||
if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
|
||||
draw_list->CmdBuffer.pop_back();
|
||||
|
||||
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
|
||||
int new_cmd_buffer_count = 0;
|
||||
int new_idx_buffer_count = 0;
|
||||
ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0]._CmdBuffer.Size > 0) ? &_Channels[0]._CmdBuffer.back() : NULL;
|
||||
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
|
||||
for (int i = 1; i < _Count; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
|
||||
ch._CmdBuffer.pop_back();
|
||||
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
|
||||
{
|
||||
// Merge previous channel last draw command with current channel first draw command if matching.
|
||||
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
|
||||
idx_offset += ch._CmdBuffer[0].ElemCount;
|
||||
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
|
||||
}
|
||||
if (ch._CmdBuffer.Size > 0)
|
||||
last_cmd = &ch._CmdBuffer.back();
|
||||
new_cmd_buffer_count += ch._CmdBuffer.Size;
|
||||
new_idx_buffer_count += ch._IdxBuffer.Size;
|
||||
for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
|
||||
{
|
||||
ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
|
||||
idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
|
||||
}
|
||||
}
|
||||
draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
|
||||
draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
|
||||
|
||||
// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
|
||||
ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
|
||||
ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
|
||||
for (int i = 1; i < _Count; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
|
||||
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
|
||||
}
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
|
||||
_Count = 1;
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
|
||||
{
|
||||
IM_ASSERT(idx < _Count);
|
||||
if (_Current == idx)
|
||||
return;
|
||||
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
|
||||
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
|
||||
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
|
||||
_Current = idx;
|
||||
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
|
||||
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
|
||||
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawData
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1280,8 +1340,10 @@ void ImDrawData::DeIndexAllBuffers()
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
// Helper to scale the ClipRect field of each ImDrawCmd.
|
||||
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
|
||||
// or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
|
||||
{
|
||||
for (int i = 0; i < CmdListsCount; i++)
|
||||
{
|
||||
@ -1289,7 +1351,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
|
||||
cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1352,7 +1414,7 @@ ImFontConfig::ImFontConfig()
|
||||
FontDataOwnedByAtlas = true;
|
||||
FontNo = 0;
|
||||
SizePixels = 0.0f;
|
||||
OversampleH = 3;
|
||||
OversampleH = 3; // FIXME: 2 may be a better default?
|
||||
OversampleV = 1;
|
||||
PixelSnapH = false;
|
||||
GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
|
||||
@ -1372,7 +1434,7 @@ ImFontConfig::ImFontConfig()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
|
||||
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
|
||||
@ -1449,7 +1511,7 @@ void ImFontAtlas::ClearInputData()
|
||||
for (int i = 0; i < ConfigData.Size; i++)
|
||||
if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
|
||||
{
|
||||
ImGui::MemFree(ConfigData[i].FontData);
|
||||
IM_FREE(ConfigData[i].FontData);
|
||||
ConfigData[i].FontData = NULL;
|
||||
}
|
||||
|
||||
@ -1470,9 +1532,9 @@ void ImFontAtlas::ClearTexData()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
if (TexPixelsAlpha8)
|
||||
ImGui::MemFree(TexPixelsAlpha8);
|
||||
IM_FREE(TexPixelsAlpha8);
|
||||
if (TexPixelsRGBA32)
|
||||
ImGui::MemFree(TexPixelsRGBA32);
|
||||
IM_FREE(TexPixelsRGBA32);
|
||||
TexPixelsAlpha8 = NULL;
|
||||
TexPixelsRGBA32 = NULL;
|
||||
}
|
||||
@ -1518,7 +1580,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
|
||||
GetTexDataAsAlpha8(&pixels, NULL, NULL);
|
||||
if (pixels)
|
||||
{
|
||||
TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
|
||||
TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
|
||||
const unsigned char* src = pixels;
|
||||
unsigned int* dst = TexPixelsRGBA32;
|
||||
for (int n = TexWidth * TexHeight; n > 0; n--)
|
||||
@ -1550,7 +1612,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
new_font_cfg.DstFont = Fonts.back();
|
||||
if (!new_font_cfg.FontDataOwnedByAtlas)
|
||||
{
|
||||
new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
|
||||
new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
|
||||
new_font_cfg.FontDataOwnedByAtlas = true;
|
||||
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
|
||||
}
|
||||
@ -1585,8 +1647,10 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
font_cfg.OversampleH = font_cfg.OversampleV = 1;
|
||||
font_cfg.PixelSnapH = true;
|
||||
}
|
||||
if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
|
||||
if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
|
||||
if (font_cfg.SizePixels <= 0.0f)
|
||||
font_cfg.SizePixels = 13.0f * 1.0f;
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@ -1633,7 +1697,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
{
|
||||
const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
|
||||
unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);
|
||||
unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size);
|
||||
stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
|
||||
|
||||
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
|
||||
@ -1645,10 +1709,10 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
|
||||
{
|
||||
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
|
||||
void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
|
||||
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
|
||||
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
|
||||
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
|
||||
ImGui::MemFree(compressed_ttf);
|
||||
IM_FREE(compressed_ttf);
|
||||
return font;
|
||||
}
|
||||
|
||||
@ -1767,7 +1831,7 @@ static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int
|
||||
for (const int* it = it_begin; it < it_end; it++)
|
||||
if (int entries_32 = *it)
|
||||
for (int bit_n = 0; bit_n < 32; bit_n++)
|
||||
if (entries_32 & (1 << bit_n))
|
||||
if (entries_32 & (1u << bit_n))
|
||||
out->push_back((int)((it - it_begin) << 5) + bit_n);
|
||||
}
|
||||
|
||||
@ -1829,15 +1893,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
{
|
||||
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
|
||||
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
|
||||
if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty())
|
||||
if (dst_tmp.GlyphsSet.Storage.empty())
|
||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
||||
{
|
||||
if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
|
||||
continue;
|
||||
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
|
||||
continue;
|
||||
@ -1846,7 +1909,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
src_tmp.GlyphsCount++;
|
||||
dst_tmp.GlyphsCount++;
|
||||
src_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
if (dst_tmp.SrcCount > 1)
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
total_glyphs_count++;
|
||||
}
|
||||
@ -1950,7 +2012,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
// 7. Allocate texture
|
||||
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
|
||||
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
|
||||
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
|
||||
spc.pixels = atlas->TexPixelsAlpha8;
|
||||
spc.height = atlas->TexHeight;
|
||||
@ -2056,6 +2118,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f
|
||||
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
|
||||
{
|
||||
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
|
||||
IM_ASSERT(pack_context != NULL);
|
||||
|
||||
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
|
||||
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
|
||||
@ -2162,7 +2225,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
|
||||
static const ImWchar ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0x4e00, 0x9FAF, // CJK Ideograms
|
||||
@ -2238,9 +2302,10 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
||||
static ImWchar base_ranges[] = // not zero-terminated
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -2296,9 +2361,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
||||
static ImWchar base_ranges[] = // not zero-terminated
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -2334,6 +2399,23 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
|
||||
{
|
||||
static const ImWchar ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin
|
||||
0x0102, 0x0103,
|
||||
0x0110, 0x0111,
|
||||
0x0128, 0x0129,
|
||||
0x0168, 0x0169,
|
||||
0x01A0, 0x01A1,
|
||||
0x01AF, 0x01B0,
|
||||
0x1EA0, 0x1EF9,
|
||||
0,
|
||||
};
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImFontGlyphRangesBuilder
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -2361,11 +2443,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
||||
|
||||
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
{
|
||||
for (int n = 0; n < 0x10000; n++)
|
||||
int max_codepoint = 0x10000;
|
||||
for (int n = 0; n < max_codepoint; n++)
|
||||
if (GetBit(n))
|
||||
{
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
while (n < 0x10000 && GetBit(n + 1))
|
||||
while (n < max_codepoint - 1 && GetBit(n + 1))
|
||||
n++;
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
}
|
||||
@ -2378,38 +2461,36 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
|
||||
ImFont::ImFont()
|
||||
{
|
||||
Scale = 1.0f;
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
DisplayOffset = ImVec2(0.0f, 0.0f);
|
||||
ClearOutputData();
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
ConfigData = NULL;
|
||||
ConfigDataCount = 0;
|
||||
DirtyLookupTables = false;
|
||||
Scale = 1.0f;
|
||||
Ascent = Descent = 0.0f;
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
ImFont::~ImFont()
|
||||
{
|
||||
// Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
|
||||
// If you want to delete fonts you need to do it between Render() and NewFrame().
|
||||
// FIXME-CLEANUP
|
||||
/*
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.Font == this)
|
||||
g.Font = NULL;
|
||||
*/
|
||||
ClearOutputData();
|
||||
}
|
||||
|
||||
void ImFont::ClearOutputData()
|
||||
{
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
Glyphs.clear();
|
||||
IndexAdvanceX.clear();
|
||||
IndexLookup.clear();
|
||||
FallbackGlyph = NULL;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
ConfigDataCount = 0;
|
||||
ConfigData = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
Ascent = Descent = 0.0f;
|
||||
DirtyLookupTables = true;
|
||||
Ascent = Descent = 0.0f;
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
@ -2440,7 +2521,7 @@ void ImFont::BuildLookupTable()
|
||||
ImFontGlyph& tab_glyph = Glyphs.back();
|
||||
tab_glyph = *FindGlyph((ImWchar)' ');
|
||||
tab_glyph.Codepoint = '\t';
|
||||
tab_glyph.AdvanceX *= 4;
|
||||
tab_glyph.AdvanceX *= IM_TABSIZE;
|
||||
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
|
||||
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
|
||||
}
|
||||
@ -2737,7 +2818,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
{
|
||||
if (!text_end)
|
||||
text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
@ -2920,7 +3001,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
||||
draw_list->_VtxWritePtr = vtx_write;
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
|
||||
draw_list->_VtxCurrentIdx = vtx_current_idx;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -2999,13 +3080,14 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
const float inv_rounding = 1.0f / rounding;
|
||||
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
|
||||
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
|
||||
const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
|
||||
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
|
||||
if (arc0_b == arc0_e)
|
||||
{
|
||||
draw_list->PathLineTo(ImVec2(x0, p1.y));
|
||||
draw_list->PathLineTo(ImVec2(x0, p0.y));
|
||||
}
|
||||
else if (arc0_b == 0.0f && arc0_e == IM_PI*0.5f)
|
||||
else if (arc0_b == 0.0f && arc0_e == half_pi)
|
||||
{
|
||||
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
|
||||
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
|
||||
@ -3025,7 +3107,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
draw_list->PathLineTo(ImVec2(x1, p0.y));
|
||||
draw_list->PathLineTo(ImVec2(x1, p1.y));
|
||||
}
|
||||
else if (arc1_b == 0.0f && arc1_e == IM_PI*0.5f)
|
||||
else if (arc1_b == 0.0f && arc1_e == half_pi)
|
||||
{
|
||||
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
|
||||
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
|
||||
@ -3042,10 +3124,11 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
|
||||
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
|
||||
// the boldness or positioning of what the font uses...
|
||||
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
|
||||
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count)
|
||||
{
|
||||
ImFont* font = draw_list->_Data->Font;
|
||||
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent + 0.5f - 1.0f);
|
||||
const float font_scale = draw_list->_Data->FontSize / font->FontSize;
|
||||
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
|
||||
for (int dot_n = 0; dot_n < count; dot_n++)
|
||||
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
|
||||
}
|
||||
|
614
imgui_internal.h
614
imgui_internal.h
File diff suppressed because it is too large
Load Diff
2270
imgui_widgets.cpp
2270
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@ -1,4 +1,10 @@
|
||||
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 0.99.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Added STBRP__CDECL
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
@ -34,6 +40,7 @@
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
@ -204,6 +211,7 @@ struct stbrp_context
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
@ -512,6 +520,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
|
||||
return res;
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
@ -523,6 +532,7 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
@ -543,9 +553,6 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
|
||||
#endif
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
|
@ -1,9 +1,10 @@
|
||||
// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb
|
||||
// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620)
|
||||
// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// [ImGui] - fixed some minor warnings
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_textedit.h 1.13.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_textedit.h - v1.12 - public domain - Sean Barrett
|
||||
// stb_textedit.h - v1.13 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
//
|
||||
// This C header file implements the guts of a multi-line text-editing
|
||||
@ -34,6 +35,7 @@
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.13 (2019-02-07) fix bug in undo size management
|
||||
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
|
||||
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
|
||||
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
|
||||
@ -563,7 +565,6 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
||||
|
||||
// now scan to find xpos
|
||||
find->x = r.x0;
|
||||
i = 0;
|
||||
for (i=0; first+i < n; ++i)
|
||||
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
|
||||
}
|
||||
@ -693,7 +694,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
|
||||
static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
stb_textedit_delete_selection(str,state); // implicity clamps
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
state->has_preferred_x = 0;
|
||||
return 1;
|
||||
}
|
||||
@ -745,7 +746,7 @@ retry:
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
} else {
|
||||
stb_textedit_delete_selection(str,state); // implicity clamps
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
|
||||
stb_text_makeundo_insert(state, state->cursor, 1);
|
||||
++state->cursor;
|
||||
@ -1133,7 +1134,14 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
state->undo_rec[i].char_storage += n;
|
||||
}
|
||||
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
// {DEAR IMGUI]
|
||||
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
|
||||
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
|
||||
|
||||
// now move redo_point to point to the new one
|
||||
++state->redo_point;
|
||||
}
|
||||
|
@ -1,4 +1,9 @@
|
||||
// stb_truetype.h - v1.19 - public domain
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_truetype.h 1.20.
|
||||
// Mostly fixing for compiler and static analyzer warnings.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_truetype.h - v1.20 - public domain
|
||||
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
|
||||
//
|
||||
// This library processes TrueType files:
|
||||
@ -49,6 +54,7 @@
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
|
||||
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
|
||||
// 1.18 (2018-01-29) add missing function
|
||||
// 1.17 (2017-07-23) make more arguments const; doc fix
|
||||
@ -75,7 +81,7 @@
|
||||
//
|
||||
// USAGE
|
||||
//
|
||||
// Include this file in whatever places neeed to refer to it. In ONE C/C++
|
||||
// Include this file in whatever places need to refer to it. In ONE C/C++
|
||||
// file, write:
|
||||
// #define STB_TRUETYPE_IMPLEMENTATION
|
||||
// before the #include of this file. This expands out the actual
|
||||
@ -248,7 +254,7 @@
|
||||
// Sample code 140 LOC /
|
||||
// Truetype parsing 620 LOC ---- 620 LOC TrueType
|
||||
// Software rasterization 240 LOC \.
|
||||
// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation
|
||||
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
|
||||
// Bitmap management 100 LOC /
|
||||
// Baked bitmap interface 70 LOC /
|
||||
// Font name matching & access 150 LOC ---- 150
|
||||
@ -556,6 +562,8 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int p
|
||||
//
|
||||
// It's inefficient; you might want to c&p it and optimize it.
|
||||
|
||||
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
|
||||
// Query the font vertical metrics without having to create a font first.
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
@ -641,6 +649,12 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
|
||||
// To use with PackFontRangesGather etc., you must set it before calls
|
||||
// call to PackFontRangesGatherRects.
|
||||
|
||||
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
|
||||
// If skip != 0, this tells stb_truetype to skip any codepoints for which
|
||||
// there is no corresponding glyph. If skip=0, which is the default, then
|
||||
// codepoints without a glyph recived the font's "missing character" glyph,
|
||||
// typically an empty box by convention.
|
||||
|
||||
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
|
||||
int char_index, // character to display
|
||||
float *xpos, float *ypos, // pointers to current position in screen pixel space
|
||||
@ -669,6 +683,7 @@ struct stbtt_pack_context {
|
||||
int height;
|
||||
int stride_in_bytes;
|
||||
int padding;
|
||||
int skip_missing;
|
||||
unsigned int h_oversample, v_oversample;
|
||||
unsigned char *pixels;
|
||||
void *nodes;
|
||||
@ -694,7 +709,7 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
|
||||
// file will only define one font and it always be at offset 0, so it will
|
||||
// return '0' for index 0, and -1 for all other indices.
|
||||
|
||||
// The following structure is defined publically so you can declare one on
|
||||
// The following structure is defined publicly so you can declare one on
|
||||
// the stack or as a global or etc, but you should treat it as opaque.
|
||||
struct stbtt_fontinfo
|
||||
{
|
||||
@ -733,6 +748,7 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
// and you want a speed-up, call this function with the character you're
|
||||
// going to process, then use glyph-based functions instead of the
|
||||
// codepoint-based functions.
|
||||
// Returns 0 if the character codepoint is not defined in the font.
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
@ -820,7 +836,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s
|
||||
// returns # of vertices and fills *vertices with the pointer to them
|
||||
// these are expressed in "unscaled" coordinates
|
||||
//
|
||||
// The shape is a series of countours. Each one starts with
|
||||
// The shape is a series of contours. Each one starts with
|
||||
// a STBTT_moveto, then consists of a series of mixed
|
||||
// STBTT_lineto and STBTT_curveto segments. A lineto
|
||||
// draws a line from previous endpoint to its x,y; a curveto
|
||||
@ -916,7 +932,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
|
||||
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
|
||||
// These functions compute a discretized SDF field for a single character, suitable for storing
|
||||
// in a single-channel texture, sampling with bilinear filtering, and testing against
|
||||
// larger than some threshhold to produce scalable fonts.
|
||||
// larger than some threshold to produce scalable fonts.
|
||||
// info -- the font
|
||||
// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
|
||||
// glyph/codepoint -- the character to generate the SDF for
|
||||
@ -1825,7 +1841,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
|
||||
if (comp_verts) STBTT_free(comp_verts, info->userdata);
|
||||
return 0;
|
||||
}
|
||||
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
|
||||
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
|
||||
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
|
||||
if (vertices) STBTT_free(vertices, info->userdata);
|
||||
vertices = tmp;
|
||||
@ -2196,7 +2212,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
|
||||
} break;
|
||||
|
||||
default:
|
||||
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))
|
||||
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560
|
||||
return STBTT__CSERR("reserved operator");
|
||||
|
||||
// push immediate
|
||||
@ -2368,7 +2384,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
|
||||
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
|
||||
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
|
||||
|
||||
classDefTable = classDef1ValueArray + 2 * glyphCount;
|
||||
// [DEAR IMGUI] Commented to fix static analyzer warning
|
||||
//classDefTable = classDef1ValueArray + 2 * glyphCount;
|
||||
} break;
|
||||
|
||||
case 2: {
|
||||
@ -2392,7 +2409,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
|
||||
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
|
||||
}
|
||||
|
||||
classDefTable = classRangeRecords + 6 * classRangeCount;
|
||||
// [DEAR IMGUI] Commented to fix static analyzer warning
|
||||
//classDefTable = classRangeRecords + 6 * classRangeCount;
|
||||
} break;
|
||||
|
||||
default: {
|
||||
@ -3024,6 +3042,8 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
dx = -dx;
|
||||
dy = -dy;
|
||||
t = x0, x0 = xb, xb = t;
|
||||
// [DEAR IMGUI] Fix static analyzer warning
|
||||
(void)dx; // [ImGui: fix static analyzer warning]
|
||||
}
|
||||
|
||||
x1 = (int) x_top;
|
||||
@ -3161,7 +3181,13 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
|
||||
if (e->y0 != e->y1) {
|
||||
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
|
||||
if (z != NULL) {
|
||||
STBTT_assert(z->ey >= scan_y_top);
|
||||
if (j == 0 && off_y != 0) {
|
||||
if (z->ey < scan_y_top) {
|
||||
// this can happen due to subpixel positioning and some kind of fp rounding error i think
|
||||
z->ey = scan_y_top;
|
||||
}
|
||||
}
|
||||
STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
@ -3230,7 +3256,7 @@ static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
|
||||
|
||||
static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
|
||||
{
|
||||
/* threshhold for transitioning to insertion sort */
|
||||
/* threshold for transitioning to insertion sort */
|
||||
while (n > 12) {
|
||||
stbtt__edge t;
|
||||
int c01,c12,c,m,i,j;
|
||||
@ -3365,7 +3391,7 @@ static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
|
||||
points[n].y = y;
|
||||
}
|
||||
|
||||
// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
|
||||
// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
|
||||
static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
|
||||
{
|
||||
// midpoint
|
||||
@ -3790,6 +3816,7 @@ STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, in
|
||||
spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
|
||||
spc->h_oversample = 1;
|
||||
spc->v_oversample = 1;
|
||||
spc->skip_missing = 0;
|
||||
|
||||
stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
|
||||
|
||||
@ -3815,6 +3842,11 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
|
||||
spc->v_oversample = v_oversample;
|
||||
}
|
||||
|
||||
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
|
||||
{
|
||||
spc->skip_missing = skip;
|
||||
}
|
||||
|
||||
#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
|
||||
|
||||
static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
|
||||
@ -3968,6 +4000,9 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
|
||||
int x0,y0,x1,y1;
|
||||
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
int glyph = stbtt_FindGlyphIndex(info, codepoint);
|
||||
if (glyph == 0 && spc->skip_missing) {
|
||||
rects[k].w = rects[k].h = 0;
|
||||
} else {
|
||||
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
|
||||
scale * spc->h_oversample,
|
||||
scale * spc->v_oversample,
|
||||
@ -3975,6 +4010,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
|
||||
&x0,&y0,&x1,&y1);
|
||||
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
|
||||
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
|
||||
}
|
||||
++k;
|
||||
}
|
||||
}
|
||||
@ -4027,7 +4063,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const
|
||||
sub_y = stbtt__oversample_shift(spc->v_oversample);
|
||||
for (j=0; j < ranges[i].num_chars; ++j) {
|
||||
stbrp_rect *r = &rects[k];
|
||||
if (r->was_packed) {
|
||||
if (r->was_packed && r->w != 0 && r->h != 0) {
|
||||
stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
|
||||
int advance, lsb, x0,y0,x1,y1;
|
||||
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
@ -4141,6 +4177,19 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *
|
||||
return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
|
||||
}
|
||||
|
||||
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
|
||||
{
|
||||
int i_ascent, i_descent, i_lineGap;
|
||||
float scale;
|
||||
stbtt_fontinfo info;
|
||||
stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
|
||||
scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
|
||||
stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
|
||||
*ascent = (float) i_ascent * scale;
|
||||
*descent = (float) i_descent * scale;
|
||||
*lineGap = (float) i_lineGap * scale;
|
||||
}
|
||||
|
||||
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
|
||||
{
|
||||
float ipw = 1.0f / pw, iph = 1.0f / ph;
|
||||
@ -4253,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
|
||||
int winding = 0;
|
||||
|
||||
orig[0] = x;
|
||||
orig[1] = y;
|
||||
//orig[1] = y; // [DEAR IMGUI] commmented double assignment
|
||||
|
||||
// make sure y never passes through a vertex of the shape
|
||||
y_frac = (float) STBTT_fmod(y, 1.0f);
|
||||
|
@ -5,6 +5,6 @@ imgui_stdlib.h + imgui_stdlib.cpp
|
||||
|
||||
imgui_scoped.h
|
||||
[Experimental, not currently in main repository]
|
||||
Additional header file with some RAII-style wrappers for common ImGui functions.
|
||||
Additional header file with some RAII-style wrappers for common Dear ImGui functions.
|
||||
Try by merging: https://github.com/ocornut/imgui/pull/2197
|
||||
Discuss at: https://github.com/ocornut/imgui/issues/2096
|
||||
|
@ -63,3 +63,15 @@ bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
@ -19,4 +19,5 @@ namespace ImGui
|
||||
// Because text input needs dynamic resizing, we need to setup a callback to grow the capacity
|
||||
IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
}
|
||||
|
@ -1,3 +1,7 @@
|
||||
dear imgui, v1.71
|
||||
(Font Readme)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default.
|
||||
@ -5,7 +9,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste
|
||||
|
||||
You may also load external .TTF/.OTF files.
|
||||
The files in this folder are suggested fonts, provided as a convenience.
|
||||
(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font)
|
||||
|
||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
Also read dear imgui FAQ in imgui.cpp!
|
||||
@ -23,16 +26,18 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
- Fonts Loading Instructions
|
||||
- FreeType rasterizer, Small font sizes
|
||||
- Building Custom Glyph Ranges
|
||||
- Using custom colorful icons
|
||||
- Embedding Fonts in Source Code
|
||||
- Credits/Licences for fonts included in this folder
|
||||
- Links, Other fonts
|
||||
- Fonts Links
|
||||
|
||||
|
||||
---------------------------------------
|
||||
README FIRST / FAQ
|
||||
---------------------------------------
|
||||
|
||||
- You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue.
|
||||
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
||||
and understand what's going on if you have an issue.
|
||||
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||
u8"hello"
|
||||
@ -106,11 +111,14 @@ Load .TTF/.OTF file with:
|
||||
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
|
||||
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 3;
|
||||
config.OversampleH = 2;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphExtraSpacing.x = 1.0f;
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
|
||||
Read about oversampling here:
|
||||
https://github.com/nothings/stb/blob/master/tests/oversample
|
||||
|
||||
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
||||
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
|
||||
@ -191,6 +199,43 @@ For example: for a game where your script is known, if you can feed your entire
|
||||
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING CUSTOM COLORFUL ICONS
|
||||
---------------------------------------
|
||||
|
||||
(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)
|
||||
|
||||
You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles
|
||||
that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
|
||||
You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the
|
||||
texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
|
||||
Pseudo-code:
|
||||
|
||||
// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
|
||||
// Build atlas
|
||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--)
|
||||
*p++ = IM_COL32(255, 0, 0, 255);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EMBEDDING FONTS IN SOURCE CODE
|
||||
---------------------------------------
|
||||
@ -198,7 +243,8 @@ For example: for a game where your script is known, if you can feed your entire
|
||||
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
|
||||
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
|
||||
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
|
||||
The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
|
||||
The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the
|
||||
actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
@ -233,13 +279,13 @@ ProggyClean.ttf
|
||||
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
|
||||
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
ProggyTiny.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
|
||||
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
Karla-Regular.ttf
|
||||
@ -291,6 +337,9 @@ MONOSPACE FONTS
|
||||
https://github.com/kmar/Sweet16Font
|
||||
Also include .inl file to use directly in dear imgui.
|
||||
|
||||
Google Noto Mono Fonts
|
||||
https://www.google.com/get/noto/
|
||||
|
||||
Typefaces for source code beautification
|
||||
https://github.com/chrissimpkins/codeface
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
# imgui_freetype
|
||||
|
||||
Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer).
|
||||
Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer in Dear ImGui).
|
||||
<br>by @vuhdo, @mikesart, @ocornut.
|
||||
|
||||
### Usage
|
||||
@ -22,7 +22,7 @@ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
FreeType assumes blending in linear space rather than gamma space.
|
||||
See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
|
||||
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
|
||||
The default imgui styles will be impacted by this change (alpha values will need tweaking).
|
||||
The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking).
|
||||
|
||||
### Test code Usage
|
||||
```cpp
|
||||
@ -43,7 +43,8 @@ while (true)
|
||||
if (freetype_test.UpdateRebuild())
|
||||
{
|
||||
// REUPLOAD FONT TEXTURE TO GPU
|
||||
// e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
ImGui_ImplXXX_DestroyDeviceObjects();
|
||||
ImGui_ImplXXX_CreateDeviceObjects();
|
||||
}
|
||||
ImGui::NewFrame();
|
||||
freetype_test.ShowFreetypeOptionsWindow();
|
||||
@ -67,6 +68,7 @@ struct FreeTypeTest
|
||||
FontBuildMode BuildMode;
|
||||
bool WantRebuild;
|
||||
float FontsMultiply;
|
||||
int FontsPadding;
|
||||
unsigned int FontsFlags;
|
||||
|
||||
FreeTypeTest()
|
||||
@ -74,6 +76,7 @@ struct FreeTypeTest
|
||||
BuildMode = FontBuildMode_FreeType;
|
||||
WantRebuild = true;
|
||||
FontsMultiply = 1.0f;
|
||||
FontsPadding = 1;
|
||||
FontsFlags = 0;
|
||||
}
|
||||
|
||||
@ -83,10 +86,12 @@ struct FreeTypeTest
|
||||
if (!WantRebuild)
|
||||
return false;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
|
||||
io.Fonts->TexGlyphPadding = FontsPadding;
|
||||
for (int n = 0; n < io.Fonts->ConfigData.Size; n++)
|
||||
{
|
||||
io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply;
|
||||
io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
|
||||
ImFontConfig* font_config = (ImFontConfig*)&io.Fonts->ConfigData[n];
|
||||
font_config->RasterizerMultiply = FontsMultiply;
|
||||
font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
|
||||
}
|
||||
if (BuildMode == FontBuildMode_FreeType)
|
||||
ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags);
|
||||
@ -105,6 +110,7 @@ struct FreeTypeTest
|
||||
ImGui::SameLine();
|
||||
WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb);
|
||||
WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f);
|
||||
WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16);
|
||||
if (BuildMode == FontBuildMode_FreeType)
|
||||
{
|
||||
WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting);
|
||||
@ -114,6 +120,7 @@ struct FreeTypeTest
|
||||
WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Monochrome", &FontsFlags, ImGuiFreeType::Monochrome);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
@ -121,6 +128,5 @@ struct FreeTypeTest
|
||||
```
|
||||
|
||||
### Known issues
|
||||
- FreeType's memory allocator is not overridden.
|
||||
- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
|
||||
|
||||
|
@ -5,12 +5,14 @@
|
||||
// Changelog:
|
||||
// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
|
||||
// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
|
||||
// - v0.52: (2017/09/26) fixes for imgui internal changes
|
||||
// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement)
|
||||
// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member
|
||||
// - v0.52: (2017/09/26) fixes for imgui internal changes.
|
||||
// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement).
|
||||
// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member.
|
||||
// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
|
||||
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX
|
||||
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
|
||||
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
|
||||
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
|
||||
// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
|
||||
|
||||
// Gamma Correct Blending:
|
||||
// FreeType assumes blending in linear space rather than gamma space.
|
||||
@ -18,7 +20,6 @@
|
||||
// For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
|
||||
// The default imgui styles will be impacted by this change (alpha values will need tweaking).
|
||||
|
||||
// FIXME: FreeType's memory allocator is not overridden.
|
||||
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
|
||||
|
||||
#include "imgui_freetype.h"
|
||||
@ -26,6 +27,7 @@
|
||||
#include <stdint.h>
|
||||
#include <ft2build.h>
|
||||
#include FT_FREETYPE_H // <freetype/freetype.h>
|
||||
#include FT_MODULE_H // <freetype/ftmodapi.h>
|
||||
#include FT_GLYPH_H // <freetype/ftglyph.h>
|
||||
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
|
||||
|
||||
@ -108,6 +110,7 @@ namespace
|
||||
FT_Face Face;
|
||||
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
|
||||
FT_Int32 LoadFlags;
|
||||
FT_Render_Mode RenderMode;
|
||||
};
|
||||
|
||||
// From SDL_ttf: Handy routines for converting from fixed point
|
||||
@ -115,7 +118,6 @@ namespace
|
||||
|
||||
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags)
|
||||
{
|
||||
// FIXME: substitute allocator
|
||||
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
|
||||
if (error != 0)
|
||||
return false;
|
||||
@ -142,6 +144,11 @@ namespace
|
||||
else
|
||||
LoadFlags |= FT_LOAD_TARGET_NORMAL;
|
||||
|
||||
if (UserFlags & ImGuiFreeType::Monochrome)
|
||||
RenderMode = FT_RENDER_MODE_MONO;
|
||||
else
|
||||
RenderMode = FT_RENDER_MODE_NORMAL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -208,7 +215,7 @@ namespace
|
||||
const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
|
||||
{
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
|
||||
FT_Error error = FT_Render_Glyph(slot, RenderMode);
|
||||
if (error != 0)
|
||||
return NULL;
|
||||
|
||||
@ -230,6 +237,10 @@ namespace
|
||||
const uint8_t* src = ft_bitmap->buffer;
|
||||
const uint32_t src_pitch = ft_bitmap->pitch;
|
||||
|
||||
switch (ft_bitmap->pixel_mode)
|
||||
{
|
||||
case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.
|
||||
{
|
||||
if (multiply_table == NULL)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
@ -241,13 +252,37 @@ namespace
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
dst[x] = multiply_table[src[x]];
|
||||
}
|
||||
break;
|
||||
}
|
||||
case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.
|
||||
{
|
||||
uint8_t color0 = multiply_table ? multiply_table[0] : 0;
|
||||
uint8_t color1 = multiply_table ? multiply_table[255] : 255;
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
{
|
||||
uint8_t bits = 0;
|
||||
const uint8_t* bits_ptr = src;
|
||||
for (uint32_t x = 0; x < w; x++, bits <<= 1)
|
||||
{
|
||||
if ((x & 7) == 0)
|
||||
bits = *bits_ptr++;
|
||||
dst[x] = (bits & 0x80) ? color1 : color0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#define STBRP_STATIC
|
||||
#define STB_RECT_PACK_IMPLEMENTATION
|
||||
#include "imstb_rectpack.h"
|
||||
#endif
|
||||
|
||||
struct ImFontBuildSrcGlyphFT
|
||||
{
|
||||
@ -334,15 +369,14 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
|
||||
if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty())
|
||||
if (dst_tmp.GlyphsSet.Storage.empty())
|
||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
||||
{
|
||||
if (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
continue;
|
||||
uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
|
||||
if (glyph_index == 0)
|
||||
@ -352,7 +386,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
src_tmp.GlyphsCount++;
|
||||
dst_tmp.GlyphsCount++;
|
||||
src_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
if (dst_tmp.SrcCount > 1)
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
total_glyphs_count++;
|
||||
}
|
||||
@ -398,7 +431,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
|
||||
int buf_bitmap_current_used_bytes = 0;
|
||||
ImVector<unsigned char*> buf_bitmap_buffers;
|
||||
buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
|
||||
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
|
||||
// 8. Render/rasterize font characters into the texture
|
||||
@ -440,7 +473,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
|
||||
{
|
||||
buf_bitmap_current_used_bytes = 0;
|
||||
buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE));
|
||||
}
|
||||
|
||||
// Blit rasterized pixels to our temporary buffer and keep a pointer to it.
|
||||
@ -493,7 +526,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
// 7. Allocate texture
|
||||
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
|
||||
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
|
||||
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
|
||||
|
||||
// 8. Copy rasterized font characters back into the main texture
|
||||
@ -557,7 +590,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
|
||||
// Cleanup
|
||||
for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
|
||||
ImGui::MemFree(buf_bitmap_buffers[buf_i]);
|
||||
IM_FREE(buf_bitmap_buffers[buf_i]);
|
||||
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
|
||||
src_tmp_array[src_i].~ImFontBuildSrcDataFT();
|
||||
|
||||
@ -566,15 +599,75 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
return true;
|
||||
}
|
||||
|
||||
// Default memory allocators
|
||||
static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
|
||||
static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
|
||||
|
||||
// Current memory allocators
|
||||
static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
|
||||
static void (*GImFreeTypeFreeFunc)(void* ptr, void* user_data) = ImFreeTypeDefaultFreeFunc;
|
||||
static void* GImFreeTypeAllocatorUserData = NULL;
|
||||
|
||||
// FreeType memory allocation callbacks
|
||||
static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
|
||||
{
|
||||
return GImFreeTypeAllocFunc((size_t)size, GImFreeTypeAllocatorUserData);
|
||||
}
|
||||
|
||||
static void FreeType_Free(FT_Memory /*memory*/, void* block)
|
||||
{
|
||||
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
|
||||
}
|
||||
|
||||
static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
|
||||
{
|
||||
// Implement realloc() as we don't ask user to provide it.
|
||||
if (block == NULL)
|
||||
return GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
|
||||
|
||||
if (new_size == 0)
|
||||
{
|
||||
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (new_size > cur_size)
|
||||
{
|
||||
void* new_block = GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
|
||||
memcpy(new_block, block, (size_t)cur_size);
|
||||
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
|
||||
return new_block;
|
||||
}
|
||||
|
||||
return block;
|
||||
}
|
||||
|
||||
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
|
||||
{
|
||||
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
|
||||
FT_MemoryRec_ memory_rec = { 0 };
|
||||
memory_rec.alloc = &FreeType_Alloc;
|
||||
memory_rec.free = &FreeType_Free;
|
||||
memory_rec.realloc = &FreeType_Realloc;
|
||||
|
||||
// https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
|
||||
FT_Library ft_library;
|
||||
FT_Error error = FT_Init_FreeType(&ft_library);
|
||||
FT_Error error = FT_New_Library(&memory_rec, &ft_library);
|
||||
if (error != 0)
|
||||
return false;
|
||||
|
||||
// If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
|
||||
FT_Add_Default_Modules(ft_library);
|
||||
|
||||
bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags);
|
||||
FT_Done_FreeType(ft_library);
|
||||
FT_Done_Library(ft_library);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
|
||||
{
|
||||
GImFreeTypeAllocFunc = alloc_func;
|
||||
GImFreeTypeFreeFunc = free_func;
|
||||
GImFreeTypeAllocatorUserData = user_data;
|
||||
}
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user