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@ -29,6 +29,169 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
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)
|
||||
-----------------------------------------------------------------------
|
||||
@ -90,7 +253,7 @@ Other Changes:
|
||||
- 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 games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
|
||||
- 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.
|
||||
@ -497,7 +660,7 @@ Other Changes:
|
||||
- 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)
|
||||
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)
|
||||
|
@ -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()`.
|
||||
|
||||
@ -122,6 +122,7 @@ 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)
|
||||
@ -133,9 +134,8 @@ Languages: (third-party bindings)
|
||||
|
||||
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)
|
||||
@ -145,7 +145,8 @@ 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: [#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)
|
||||
@ -217,29 +218,32 @@ 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.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||
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) features in the `docking` branch. Several projects are using this branch and it is 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 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 taker 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). 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. Please try to refer to it as "Dear ImGui".
|
||||
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?**
|
||||
<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?**
|
||||
@ -252,7 +256,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
|
||||
<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?**
|
||||
|
||||
@ -304,10 +308,10 @@ Ongoing dear imgui development is financially supported by users and private spo
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
**Salty caramel supporters**
|
||||
- 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.
|
||||
- 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.
|
||||
|
||||
**Caramel supporters**
|
||||
- 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.
|
||||
- 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.
|
||||
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
@ -25,15 +25,18 @@ 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/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
|
||||
@ -42,10 +45,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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 +59,14 @@ 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 with custom glyph inside frame.
|
||||
|
||||
- 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 +80,12 @@ 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.
|
||||
- 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)
|
||||
@ -129,12 +141,11 @@ 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 +156,7 @@ 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.
|
||||
@ -161,6 +172,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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
|
||||
@ -188,6 +200,7 @@ 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.
|
||||
@ -197,6 +210,7 @@ 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)
|
||||
@ -214,24 +228,30 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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)
|
||||
@ -244,6 +264,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- 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()
|
||||
@ -253,6 +274,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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)
|
||||
@ -278,6 +300,7 @@ 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.
|
||||
@ -294,21 +317,25 @@ 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.
|
||||
|
||||
- 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
|
||||
@ -316,6 +343,10 @@ 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, v1.70
|
||||
-----------------------------------------------------------------------
|
||||
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
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@ -89,7 +91,7 @@ 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.
|
||||
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
|
||||
@ -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 (not recommended unless really miss the 90's)
|
||||
|
||||
List of Renderer Bindings in this repository:
|
||||
|
||||
@ -111,8 +113,8 @@ List of Renderer Bindings in this repository:
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL2 (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_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
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.
|
||||
|
||||
|
||||
@ -147,33 +151,32 @@ Building:
|
||||
directly with a command-line compiler.
|
||||
|
||||
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
example_win32_directx10/
|
||||
DirectX10 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
|
||||
example_win32_directx11/
|
||||
DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
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: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
(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: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
(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) + Vulkan example.
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
|
||||
|
||||
example_glfw_opengl2/
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
@ -190,12 +193,24 @@ example_glfw_opengl3/
|
||||
= 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_sdl_opengl2/
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
@ -211,20 +226,28 @@ example_sdl_opengl3/
|
||||
= 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_allegro5/
|
||||
Allegro 5 example.
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
example_freeglut_opengl2/
|
||||
FreeGLUT + OpenGL2.
|
||||
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
|
||||
example_win32_directx10/
|
||||
DirectX10 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
|
||||
example_marmalade/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
example_win32_directx11/
|
||||
DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
@ -1,7 +1,7 @@
|
||||
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
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.
|
||||
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.
|
||||
@ -9,14 +9,24 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
|
||||
|
||||
# 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">
|
||||
|
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
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
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>
|
||||
|
@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS = -I../libs/gl3w
|
||||
CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
@ -44,31 +48,29 @@ CXXFLAGS = -I../libs/gl3w
|
||||
|
||||
ifeq ($(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
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
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>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(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>
|
||||
|
@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor;
|
||||
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
layout(location = 0) in struct{
|
||||
layout(location = 0) in struct {
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} In;
|
||||
|
@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
|
||||
layout(push_constant) uniform uPushConstant{
|
||||
layout(push_constant) uniform uPushConstant {
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
} pc;
|
||||
|
||||
out gl_PerVertex{
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
layout(location = 0) out struct{
|
||||
layout(location = 0) out struct {
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} Out;
|
||||
@ -21,5 +21,5 @@ void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
|
||||
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
|
||||
}
|
||||
|
@ -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"
|
||||
@ -23,19 +30,21 @@
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = 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 VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = 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 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
|
||||
@ -231,79 +242,86 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
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];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
VkResult err;
|
||||
|
||||
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_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);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
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;
|
||||
@ -433,11 +453,14 @@ 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)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
|
||||
g_ResizeWanted = false;
|
||||
}
|
||||
|
||||
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
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
@ -484,7 +507,7 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd);
|
||||
FrameRender(wd);
|
||||
|
||||
FramePresent(wd);
|
||||
}
|
||||
@ -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">
|
||||
@ -55,4 +55,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -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. !!!
|
||||
// !!! Prefer using GLFW Or SDL instead!
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_freeglut.h"
|
||||
#include "../imgui_impl_glut.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include <GL/freeglut.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 +1,5 @@
|
||||
// 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 with NO INPUTS, NO OUTPUTS)
|
||||
// This is useful to test building, but you cannot interact with anything here!
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
||||
@ -13,7 +14,7 @@ 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
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -1,8 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_opengl2.exe
|
||||
set OUT_EXE=example_sdl_opengl2
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(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;
|
||||
@ -28,8 +28,6 @@ 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_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);
|
||||
@ -40,6 +38,7 @@ 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;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -25,7 +25,7 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
@ -52,8 +52,6 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
@ -80,6 +78,7 @@ int main(int, char**)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(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"
|
||||
@ -15,17 +22,21 @@
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = 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 VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = 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 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
|
||||
@ -221,20 +234,26 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
VkResult err;
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
}
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
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_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
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;
|
||||
@ -258,22 +277,22 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
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);
|
||||
@ -282,32 +301,31 @@ 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);
|
||||
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_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);
|
||||
|
||||
@ -331,13 +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();
|
||||
@ -354,6 +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);
|
||||
|
||||
@ -399,7 +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;
|
||||
@ -422,7 +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
|
||||
@ -470,7 +503,7 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd);
|
||||
FrameRender(wd);
|
||||
|
||||
FramePresent(wd);
|
||||
}
|
||||
@ -481,6 +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(wc.lpszClassName, _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(wc.lpszClassName, 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(wc.lpszClassName, 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(wc.lpszClassName, _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(wc.lpszClassName, 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(wc.lpszClassName, 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);
|
||||
}
|
||||
|
@ -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(wc.lpszClassName, _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(wc.lpszClassName, 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(wc.lpszClassName, 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()
|
||||
{
|
||||
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 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(wc.lpszClassName, _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(wc.lpszClassName, 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(wc.lpszClassName, 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(wc.lpszClassName, 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 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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 +61,9 @@ 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 +79,28 @@ 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];
|
||||
@ -130,10 +143,16 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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 - 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);
|
||||
@ -153,7 +172,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
unsigned char *pixels;
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
@ -268,6 +287,7 @@ 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;
|
||||
@ -305,8 +325,31 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
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)
|
||||
@ -376,21 +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();
|
||||
}
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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 +56,45 @@ 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
|
||||
@ -168,33 +204,8 @@ 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;
|
||||
@ -208,8 +219,12 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -485,6 +500,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -493,7 +509,7 @@ 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()
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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 +56,45 @@ 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 +126,7 @@ 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;
|
||||
@ -173,33 +209,8 @@ 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;
|
||||
@ -211,10 +222,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
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)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -493,6 +508,8 @@ 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 +518,8 @@ 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()
|
||||
|
@ -12,6 +12,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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().
|
||||
@ -43,111 +45,26 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
ID3D12Resource* IB;
|
||||
ID3D12Resource* VB;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
ID3D12Resource* IndexBuffer;
|
||||
ID3D12Resource* VertexBuffer;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
static UINT g_frameIndex = UINT_MAX;
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
static UINT g_frameIndex = UINT_MAX;
|
||||
|
||||
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 +76,7 @@ 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 +94,14 @@ 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);
|
||||
@ -192,9 +109,95 @@ 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;
|
||||
@ -206,12 +209,18 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
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)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
// 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);
|
||||
@ -490,9 +499,9 @@ 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 };
|
||||
}
|
||||
@ -576,15 +585,17 @@ 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; }
|
||||
}
|
||||
}
|
||||
|
||||
@ -605,10 +616,11 @@ 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 +630,10 @@ 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;
|
||||
}
|
||||
|
@ -10,6 +10,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@ -41,6 +43,62 @@ 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).
|
||||
// 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)
|
||||
@ -110,58 +168,8 @@ 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->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).
|
||||
// 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;
|
||||
@ -173,9 +181,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
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)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -206,13 +219,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
|
||||
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()
|
||||
@ -253,24 +267,9 @@ 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()
|
||||
|
@ -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 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@ -313,7 +314,8 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
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);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
@ -323,6 +325,6 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Gamepad navigation mapping
|
||||
// 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. !!!
|
||||
// !!! 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 <GL/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();
|
||||
@ -95,7 +112,7 @@ 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);
|
||||
@ -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. !!!
|
||||
// !!! 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
|
@ -40,6 +40,10 @@ 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)
|
||||
{
|
||||
// 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++)
|
||||
{
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@ -18,7 +19,7 @@
|
||||
#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
|
||||
@ -56,6 +57,12 @@
|
||||
- (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;
|
||||
@ -87,7 +94,7 @@ 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];
|
||||
}
|
||||
@ -283,7 +290,7 @@ 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)
|
||||
@ -397,16 +404,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
[self.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
- (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)
|
||||
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;
|
||||
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
|
||||
|
||||
@ -417,12 +421,13 @@ 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;
|
||||
@ -436,18 +441,32 @@ 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];
|
||||
|
||||
[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];
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[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
|
||||
@ -471,8 +490,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
|
@ -18,6 +18,7 @@
|
||||
|
||||
// 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.
|
||||
@ -72,24 +73,9 @@ 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)
|
||||
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;
|
||||
|
||||
// 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);
|
||||
@ -103,9 +89,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// 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;
|
||||
// GLint last_program;
|
||||
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
// glUseProgram(0);
|
||||
// ImGui_ImplOpenGL2_RenderDrawData(...);
|
||||
@ -121,6 +107,28 @@ 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
|
||||
@ -141,8 +149,12 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -167,7 +179,7 @@ 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);
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.
|
||||
@ -11,10 +12,15 @@
|
||||
|
||||
// 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.
|
||||
// 2019-03-29: 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.
|
||||
@ -38,17 +44,17 @@
|
||||
// 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)
|
||||
@ -67,26 +73,30 @@
|
||||
#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.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// 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
|
||||
@ -96,8 +106,8 @@
|
||||
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
|
||||
@ -107,7 +117,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// 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
|
||||
@ -118,6 +131,12 @@ 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;
|
||||
}
|
||||
|
||||
@ -132,49 +151,8 @@ 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)
|
||||
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);
|
||||
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);
|
||||
@ -206,18 +184,76 @@ 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);
|
||||
|
||||
(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);
|
||||
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));
|
||||
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
|
||||
@ -229,19 +265,21 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
size_t 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)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -258,7 +296,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
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);
|
||||
@ -268,7 +306,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
}
|
||||
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);
|
||||
@ -277,7 +319,9 @@ 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);
|
||||
@ -307,7 +351,9 @@ 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
|
||||
@ -369,10 +415,13 @@ 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;
|
||||
@ -523,9 +572,9 @@ 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);
|
||||
@ -536,7 +585,9 @@ 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;
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.
|
||||
@ -9,19 +10,23 @@
|
||||
// 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.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// 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:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#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) \
|
||||
|
@ -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*'.
|
||||
@ -50,9 +52,6 @@
|
||||
|
||||
#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 +267,47 @@ 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 +319,8 @@ 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 +330,7 @@ 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.
|
||||
|
@ -11,8 +11,20 @@
|
||||
// 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)
|
||||
// 2019-04-30: 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.
|
||||
@ -32,49 +44,81 @@
|
||||
#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;
|
||||
VkDeviceSize VertexBufferSize;
|
||||
VkDeviceSize IndexBufferSize;
|
||||
VkBuffer VertexBuffer;
|
||||
VkBuffer IndexBuffer;
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
VkDeviceSize VertexBufferSize;
|
||||
VkDeviceSize IndexBufferSize;
|
||||
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;
|
||||
static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
|
||||
static VkImage g_FontImage = VK_NULL_HANDLE;
|
||||
static VkImageView g_FontView = VK_NULL_HANDLE;
|
||||
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
|
||||
static VkSampler g_FontSampler = VK_NULL_HANDLE;
|
||||
static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
|
||||
static VkImage g_FontImage = VK_NULL_HANDLE;
|
||||
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,
|
||||
@ -122,6 +166,16 @@ 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,
|
||||
@ -151,10 +205,15 @@ 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;
|
||||
@ -163,17 +222,19 @@ 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 = {};
|
||||
@ -181,75 +242,26 @@ 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;
|
||||
}
|
||||
|
||||
// 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)
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
// 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;
|
||||
|
||||
VkResult err;
|
||||
FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
|
||||
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
|
||||
|
||||
// Create the Vertex and 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);
|
||||
|
||||
// Upload Vertex and index Data:
|
||||
{
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
err = vkMapMemory(g_Device, fd->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));
|
||||
check_vk_result(err);
|
||||
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;
|
||||
}
|
||||
VkMappedMemoryRange range[2] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = fd->VertexBufferMemory;
|
||||
range[0].size = VK_WHOLE_SIZE;
|
||||
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[1].memory = fd->IndexBufferMemory;
|
||||
range[1].size = VK_WHOLE_SIZE;
|
||||
err = vkFlushMappedMemoryRanges(g_Device, 2, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(g_Device, fd->VertexBufferMemory);
|
||||
vkUnmapMemory(g_Device, fd->IndexBufferMemory);
|
||||
}
|
||||
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
@ -259,10 +271,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
|
||||
// Bind Vertex And Index Buffer:
|
||||
{
|
||||
VkBuffer vertex_buffers[1] = { fd->VertexBuffer };
|
||||
VkBuffer vertex_buffers[1] = { rb->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);
|
||||
vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32);
|
||||
}
|
||||
|
||||
// Setup viewport:
|
||||
@ -289,6 +301,74 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
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)
|
||||
{
|
||||
// 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;
|
||||
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
|
||||
// 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 (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/index data into a single contiguous GPU buffer
|
||||
{
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
|
||||
check_vk_result(err);
|
||||
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++)
|
||||
{
|
||||
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;
|
||||
}
|
||||
VkMappedMemoryRange range[2] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = rb->VertexBufferMemory;
|
||||
range[0].size = VK_WHOLE_SIZE;
|
||||
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[1].memory = rb->IndexBufferMemory;
|
||||
range[1].size = VK_WHOLE_SIZE;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 2, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, rb->VertexBufferMemory);
|
||||
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
|
||||
}
|
||||
|
||||
// Setup desired Vulkan state
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
@ -303,9 +383,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
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)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// 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
|
||||
{
|
||||
@ -318,6 +403,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
|
||||
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
|
||||
VkRect2D scissor;
|
||||
scissor.offset.x = (int32_t)(clip_rect.x);
|
||||
@ -338,6 +429,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
@ -363,17 +455,17 @@ 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);
|
||||
}
|
||||
|
||||
@ -387,7 +479,7 @@ 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);
|
||||
}
|
||||
|
||||
@ -403,7 +495,7 @@ 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:
|
||||
@ -413,34 +505,34 @@ 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:
|
||||
@ -489,6 +581,7 @@ 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;
|
||||
@ -499,13 +592,13 @@ 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);
|
||||
}
|
||||
|
||||
@ -522,7 +615,7 @@ 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);
|
||||
}
|
||||
|
||||
@ -538,7 +631,7 @@ 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);
|
||||
}
|
||||
|
||||
@ -546,10 +639,10 @@ 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);
|
||||
}
|
||||
|
||||
@ -567,7 +660,7 @@ 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);
|
||||
}
|
||||
|
||||
@ -665,49 +758,43 @@ 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)
|
||||
@ -720,19 +807,12 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
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;
|
||||
@ -740,16 +820,30 @@ 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:
|
||||
@ -757,40 +851,12 @@ 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);
|
||||
@ -857,7 +923,7 @@ 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;
|
||||
@ -865,9 +931,10 @@ 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;
|
||||
@ -895,9 +962,9 @@ 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);
|
||||
}
|
||||
}
|
||||
@ -915,24 +982,26 @@ 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);
|
||||
|
||||
@ -945,7 +1014,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
|
||||
VkSwapchainCreateInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
|
||||
info.surface = wd->Surface;
|
||||
info.minImageCount = min_image_count;
|
||||
info.minImageCount = min_image_count;
|
||||
info.imageFormat = wd->SurfaceFormat.format;
|
||||
info.imageColorSpace = wd->SurfaceFormat.colorSpace;
|
||||
info.imageArrayLayers = 1;
|
||||
@ -960,9 +1029,9 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
|
||||
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
|
||||
check_vk_result(err);
|
||||
if (info.minImageCount < cap.minImageCount)
|
||||
info.minImageCount = cap.minImageCount;
|
||||
else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
|
||||
info.minImageCount = cap.maxImageCount;
|
||||
info.minImageCount = cap.minImageCount;
|
||||
else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
|
||||
info.minImageCount = cap.maxImageCount;
|
||||
|
||||
if (cap.currentExtent.width == 0xffffffff)
|
||||
{
|
||||
@ -976,10 +1045,21 @@ 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);
|
||||
@ -1033,10 +1113,11 @@ 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);
|
||||
}
|
||||
}
|
||||
@ -1052,36 +1133,80 @@ 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;
|
||||
}
|
||||
|
@ -11,24 +11,32 @@
|
||||
// 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;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
@ -37,15 +45,13 @@ 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 +59,44 @@ 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 +107,17 @@ 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;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -230,7 +230,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
// Update game controllers (if available)
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
@ -247,7 +247,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// - 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)
|
||||
{
|
||||
|
225
imgui.h
225
imgui.h
@ -1,9 +1,9 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.70
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
|
||||
// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
|
||||
/*
|
||||
@ -13,20 +13,21 @@ Index of this file:
|
||||
// Forward declarations and basic types
|
||||
// ImGui API (Dear ImGui end-user API)
|
||||
// Flags & Enumerations
|
||||
// Memory allocations macros
|
||||
// ImVector<>
|
||||
// ImGuiStyle
|
||||
// ImGuiIO
|
||||
// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
|
||||
// Obsolete functions
|
||||
// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
|
||||
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
|
||||
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
||||
// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
||||
#ifdef IMGUI_USER_CONFIG
|
||||
#include IMGUI_USER_CONFIG
|
||||
#endif
|
||||
@ -44,10 +45,10 @@ Index of this file:
|
||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
|
||||
#define IMGUI_VERSION "1.68"
|
||||
#define IMGUI_VERSION_NUM 16801
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.70"
|
||||
#define IMGUI_VERSION_NUM 17000
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
|
||||
@ -150,6 +151,10 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||
|
||||
// Scalar data types
|
||||
typedef signed char ImS8; // 8-bit signed integer == char
|
||||
typedef unsigned char ImU8; // 8-bit unsigned integer
|
||||
typedef signed short ImS16; // 16-bit signed integer
|
||||
typedef unsigned short ImU16; // 16-bit unsigned integer
|
||||
typedef signed int ImS32; // 32-bit signed integer == int
|
||||
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
@ -202,25 +207,25 @@ namespace ImGui
|
||||
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
|
||||
IMGUI_API ImGuiContext* GetCurrentContext();
|
||||
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
|
||||
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);
|
||||
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx);
|
||||
|
||||
// Main
|
||||
IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
|
||||
IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
|
||||
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
|
||||
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
|
||||
IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
|
||||
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
|
||||
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
|
||||
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
|
||||
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
|
||||
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
|
||||
|
||||
// Demo, Debug, Information
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
|
||||
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
|
||||
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
|
||||
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
|
||||
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
|
||||
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
|
||||
|
||||
// Styles
|
||||
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
|
||||
@ -256,21 +261,15 @@ namespace ImGui
|
||||
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
|
||||
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
|
||||
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
|
||||
IMGUI_API float GetContentRegionAvailWidth(); //
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
|
||||
// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
|
||||
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
|
||||
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
|
||||
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
|
||||
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
@ -285,6 +284,14 @@ namespace ImGui
|
||||
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
|
||||
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
|
||||
|
||||
// Content region
|
||||
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
|
||||
// Windows Scrolling
|
||||
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
|
||||
IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
|
||||
@ -293,7 +300,7 @@ namespace ImGui
|
||||
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
|
||||
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
|
||||
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
|
||||
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
|
||||
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
|
||||
|
||||
// Parameters stacks (shared)
|
||||
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
|
||||
@ -313,8 +320,9 @@ namespace ImGui
|
||||
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
|
||||
|
||||
// Parameters stacks (current window)
|
||||
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
|
||||
IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
|
||||
IMGUI_API void PopItemWidth();
|
||||
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
|
||||
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
|
||||
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
|
||||
IMGUI_API void PopTextWrapPos();
|
||||
@ -327,7 +335,7 @@ namespace ImGui
|
||||
// - By "cursor" we mean the current output position.
|
||||
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
||||
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
|
||||
IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
||||
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
||||
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
|
||||
IMGUI_API void Spacing(); // add vertical spacing.
|
||||
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
|
||||
@ -359,7 +367,7 @@ namespace ImGui
|
||||
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
|
||||
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
|
||||
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
|
||||
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
|
||||
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
|
||||
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
|
||||
IMGUI_API void PopID(); // pop from the ID stack.
|
||||
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
|
||||
@ -385,7 +393,7 @@ namespace ImGui
|
||||
// - Most widgets return true when the value has been changed or when pressed/selected
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
||||
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
|
||||
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
|
||||
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
|
||||
@ -446,6 +454,7 @@ namespace ImGui
|
||||
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
|
||||
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, 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, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
@ -459,7 +468,8 @@ namespace ImGui
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
|
||||
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
|
||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
|
||||
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
|
||||
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
@ -470,7 +480,7 @@ namespace ImGui
|
||||
// Widgets: Trees
|
||||
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
|
||||
IMGUI_API bool TreeNode(const char* label);
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
|
||||
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
@ -528,7 +538,7 @@ namespace ImGui
|
||||
// Tooltips
|
||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||
IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
|
||||
// Popups, Modals
|
||||
@ -572,9 +582,9 @@ namespace ImGui
|
||||
|
||||
// Logging/Capture
|
||||
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
|
||||
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
|
||||
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
|
||||
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
|
||||
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
|
||||
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
|
||||
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
|
||||
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
|
||||
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
|
||||
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
|
||||
@ -582,7 +592,7 @@ namespace ImGui
|
||||
// Drag and Drop
|
||||
// [BETA API] API may evolve!
|
||||
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
|
||||
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
|
||||
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
|
||||
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
|
||||
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
|
||||
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
|
||||
@ -610,9 +620,9 @@ namespace ImGui
|
||||
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
IMGUI_API bool IsAnyItemFocused();
|
||||
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
|
||||
IMGUI_API bool IsAnyItemActive(); // is any item active?
|
||||
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
|
||||
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
|
||||
@ -623,9 +633,10 @@ namespace ImGui
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
|
||||
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
|
||||
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
|
||||
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
|
||||
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
|
||||
@ -652,10 +663,10 @@ namespace ImGui
|
||||
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
|
||||
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
|
||||
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
|
||||
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
|
||||
IMGUI_API void ResetMouseDragDelta(int button = 0); //
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
|
||||
@ -671,12 +682,12 @@ namespace ImGui
|
||||
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
|
||||
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
|
||||
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
|
||||
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
|
||||
|
||||
// Memory Utilities
|
||||
// Memory Allocators
|
||||
// - All those functions are not reliant on the current context.
|
||||
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
|
||||
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
|
||||
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
|
||||
IMGUI_API void* MemAlloc(size_t size);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
@ -694,7 +705,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
|
||||
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
|
||||
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
|
||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
|
||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
|
||||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
@ -704,7 +715,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
|
||||
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
|
||||
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
@ -737,7 +748,7 @@ enum ImGuiInputTextFlags_
|
||||
ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
|
||||
ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
|
||||
ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
|
||||
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
|
||||
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
|
||||
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
|
||||
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
|
||||
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
|
||||
@ -770,7 +781,7 @@ enum ImGuiTreeNodeFlags_
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
||||
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
||||
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
//ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
|
||||
@ -826,7 +837,7 @@ enum ImGuiTabItemFlags_
|
||||
{
|
||||
ImGuiTabItemFlags_None = 0,
|
||||
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
|
||||
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
|
||||
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
|
||||
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
|
||||
ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
|
||||
};
|
||||
@ -884,10 +895,14 @@ enum ImGuiDragDropFlags_
|
||||
// A primary data type
|
||||
enum ImGuiDataType_
|
||||
{
|
||||
ImGuiDataType_S8, // char
|
||||
ImGuiDataType_U8, // unsigned char
|
||||
ImGuiDataType_S16, // short
|
||||
ImGuiDataType_U16, // unsigned short
|
||||
ImGuiDataType_S32, // int
|
||||
ImGuiDataType_U32, // unsigned int
|
||||
ImGuiDataType_S64, // long long, __int64
|
||||
ImGuiDataType_U64, // unsigned long long, unsigned __int64
|
||||
ImGuiDataType_S64, // long long / __int64
|
||||
ImGuiDataType_U64, // unsigned long long / unsigned __int64
|
||||
ImGuiDataType_Float, // float
|
||||
ImGuiDataType_Double, // double
|
||||
ImGuiDataType_COUNT
|
||||
@ -958,6 +973,7 @@ enum ImGuiNavInput_
|
||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
||||
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||
ImGuiNavInput_KeyTab_, // tab // = Tab key
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
@ -1059,7 +1075,7 @@ enum ImGuiCol_
|
||||
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
|
||||
enum ImGuiStyleVar_
|
||||
{
|
||||
// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
|
||||
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
|
||||
ImGuiStyleVar_Alpha, // float Alpha
|
||||
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
|
||||
ImGuiStyleVar_WindowRounding, // float WindowRounding
|
||||
@ -1095,7 +1111,7 @@ enum ImGuiStyleVar_
|
||||
enum ImGuiColorEditFlags_
|
||||
{
|
||||
ImGuiColorEditFlags_None = 0,
|
||||
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
|
||||
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
|
||||
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
|
||||
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
|
||||
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
|
||||
@ -1105,24 +1121,35 @@ enum ImGuiColorEditFlags_
|
||||
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
|
||||
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
|
||||
|
||||
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
|
||||
// User Options (right-click on widget to change some of them).
|
||||
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
|
||||
ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
|
||||
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
|
||||
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
|
||||
ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
|
||||
ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
|
||||
ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
|
||||
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
|
||||
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
|
||||
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
|
||||
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
|
||||
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
|
||||
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
|
||||
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
|
||||
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
|
||||
|
||||
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
|
||||
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
|
||||
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
|
||||
|
||||
// [Internal] Masks
|
||||
ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
|
||||
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
|
||||
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
|
||||
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
|
||||
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
|
||||
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex
|
||||
#endif
|
||||
};
|
||||
|
||||
// Enumeration for GetMouseCursor()
|
||||
@ -1162,6 +1189,22 @@ enum ImGuiCond_
|
||||
#endif
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers: Memory allocations macros
|
||||
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
|
||||
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
|
||||
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImNewDummy {};
|
||||
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
|
||||
inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new()
|
||||
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
|
||||
#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
|
||||
#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
|
||||
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
|
||||
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helper: ImVector<>
|
||||
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
||||
@ -1187,7 +1230,7 @@ struct ImVector
|
||||
inline ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
|
||||
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
|
||||
inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
inline ~ImVector() { if (Data) IM_FREE(Data); }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline int size() const { return Size; }
|
||||
@ -1196,7 +1239,7 @@ struct ImVector
|
||||
inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
|
||||
inline T* begin() { return Data; }
|
||||
inline const T* begin() const { return Data; }
|
||||
inline T* end() { return Data + Size; }
|
||||
@ -1210,7 +1253,7 @@ struct ImVector
|
||||
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
|
||||
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
||||
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
||||
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); ImGui::MemFree(Data); } Data = new_data; Capacity = new_capacity; }
|
||||
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
|
||||
|
||||
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
|
||||
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
|
||||
@ -1308,7 +1351,7 @@ struct ImGuiIO
|
||||
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
|
||||
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
@ -1392,7 +1435,8 @@ struct ImGuiIO
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
|
||||
bool MouseReleased[5]; // Mouse button went from Down to !Down
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
|
||||
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
|
||||
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
|
||||
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
|
||||
@ -1485,6 +1529,10 @@ struct ImGuiPayload
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.70 (from May 2019)
|
||||
static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
|
||||
// OBSOLETED in 1.69 (from Mar 2019)
|
||||
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
|
||||
// OBSOLETED in 1.66 (from Sep 2018)
|
||||
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
|
||||
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
|
||||
@ -1523,16 +1571,6 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
// Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
|
||||
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
|
||||
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
struct ImNewDummy {};
|
||||
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
|
||||
inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
|
||||
#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
|
||||
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
|
||||
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
|
||||
|
||||
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
|
||||
struct ImGuiOnceUponAFrame
|
||||
@ -1694,7 +1732,7 @@ struct ImGuiListClipper
|
||||
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
|
||||
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
|
||||
|
||||
// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
|
||||
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
|
||||
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
|
||||
@ -1722,11 +1760,18 @@ struct ImColor
|
||||
|
||||
// Draw callbacks for advanced uses.
|
||||
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
|
||||
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to:
|
||||
// A) Change your GPU render state,
|
||||
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
|
||||
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
|
||||
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
|
||||
|
||||
// Special Draw Callback value to request renderer back-end to reset the graphics/render state.
|
||||
// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
|
||||
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
|
||||
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
|
||||
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
|
||||
|
||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||
struct ImDrawCmd
|
||||
{
|
||||
@ -1828,8 +1873,8 @@ struct ImDrawList
|
||||
|
||||
// Primitives
|
||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
|
||||
IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
|
||||
@ -1839,11 +1884,11 @@ struct ImDrawList
|
||||
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
||||
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
|
||||
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
|
||||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
|
||||
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
|
||||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE);
|
||||
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE);
|
||||
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
|
||||
|
||||
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
|
||||
@ -1885,7 +1930,8 @@ struct ImDrawList
|
||||
};
|
||||
|
||||
// All draw data to render an ImGui frame
|
||||
// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
|
||||
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
|
||||
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
|
||||
struct ImDrawData
|
||||
{
|
||||
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
|
||||
@ -1917,7 +1963,7 @@ struct ImFontConfig
|
||||
int FontNo; // 0 // Index of font within TTF/OTF file
|
||||
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
|
||||
int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
|
||||
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
|
||||
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
|
||||
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
|
||||
@ -2022,6 +2068,7 @@ struct ImFontAtlas
|
||||
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
|
||||
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters
|
||||
|
||||
//-------------------------------------------
|
||||
// Custom Rectangles/Glyphs API
|
||||
|
712
imgui_demo.cpp
712
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.70
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -55,7 +55,7 @@ Index of this file:
|
||||
#ifdef __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
|
||||
@ -73,6 +73,7 @@ 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
|
||||
@ -83,7 +84,7 @@ 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
|
||||
@ -129,8 +130,8 @@ 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)
|
||||
@ -163,7 +164,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_STB_NAMESPACE
|
||||
} // namespace ImGuiStb
|
||||
} // namespace ImStb
|
||||
using namespace IMGUI_STB_NAMESPACE;
|
||||
#endif
|
||||
|
||||
@ -407,7 +408,7 @@ 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()
|
||||
{
|
||||
@ -661,8 +662,8 @@ 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_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_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.
|
||||
@ -724,7 +725,7 @@ 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;
|
||||
|
||||
@ -779,7 +780,7 @@ 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;
|
||||
@ -899,7 +900,7 @@ 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;
|
||||
|
||||
@ -1287,8 +1288,8 @@ void ImDrawData::DeIndexAllBuffers()
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to scale the ClipRect field of each ImDrawCmd.
|
||||
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
|
||||
// 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)
|
||||
{
|
||||
@ -1458,7 +1459,7 @@ 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;
|
||||
}
|
||||
|
||||
@ -1479,9 +1480,9 @@ 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;
|
||||
}
|
||||
@ -1527,7 +1528,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
|
||||
GetTexDataAsAlpha8(&pixels, NULL, NULL);
|
||||
if (pixels)
|
||||
{
|
||||
TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)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--)
|
||||
@ -1559,7 +1560,7 @@ 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);
|
||||
}
|
||||
@ -1594,9 +1595,9 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
font_cfg.OversampleH = font_cfg.OversampleV = 1;
|
||||
font_cfg.PixelSnapH = true;
|
||||
}
|
||||
if (font_cfg.SizePixels <= 0.0f)
|
||||
if (font_cfg.SizePixels <= 0.0f)
|
||||
font_cfg.SizePixels = 13.0f * 1.0f;
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
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();
|
||||
@ -1644,7 +1645,7 @@ 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();
|
||||
@ -1656,10 +1657,10 @@ 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;
|
||||
}
|
||||
|
||||
@ -1959,7 +1960,7 @@ 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;
|
||||
@ -2346,6 +2347,23 @@ 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
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -2450,7 +2468,7 @@ 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);
|
||||
}
|
||||
|
286
imgui_internal.h
286
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.70
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@ -63,15 +63,16 @@ struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
||||
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
||||
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColumnData; // Storage data for a single column
|
||||
struct ImGuiColumnsSet; // Storage data for a columns set
|
||||
struct ImGuiColumns; // Storage data for a columns set
|
||||
struct ImGuiContext; // Main imgui context
|
||||
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
|
||||
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
|
||||
struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
|
||||
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
|
||||
struct ImGuiNavMoveResult; // Result of a directional navigation move query result
|
||||
struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
|
||||
struct ImGuiPopupRef; // Storage for current popup stack
|
||||
struct ImGuiPopupData; // Storage for current popup stack
|
||||
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
|
||||
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
|
||||
struct ImGuiTabBar; // Storage for a tab bar
|
||||
@ -83,6 +84,7 @@ struct ImGuiWindowSettings; // Storage for window settings stored in .in
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
||||
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
|
||||
@ -90,13 +92,13 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags:
|
||||
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
|
||||
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal
|
||||
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
|
||||
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
|
||||
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries includes
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
namespace ImGuiStb
|
||||
namespace ImStb
|
||||
{
|
||||
|
||||
#undef STB_TEXTEDIT_STRING
|
||||
@ -104,9 +106,11 @@ namespace ImGuiStb
|
||||
#define STB_TEXTEDIT_STRING ImGuiInputTextState
|
||||
#define STB_TEXTEDIT_CHARTYPE ImWchar
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
|
||||
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
|
||||
#include "imstb_textedit.h"
|
||||
|
||||
} // namespace ImGuiStb
|
||||
} // namespace ImStb
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Context pointer
|
||||
@ -126,6 +130,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_TABSIZE (4)
|
||||
|
||||
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
@ -149,7 +154,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
|
||||
|
||||
// Helpers: Misc
|
||||
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
|
||||
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed = 0);
|
||||
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
|
||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
||||
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
|
||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||
@ -223,12 +228,15 @@ static inline double ImAtof(const char* s)
|
||||
static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype)
|
||||
static inline float ImCeil(float x) { return ceilf(x); }
|
||||
#endif
|
||||
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times
|
||||
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double
|
||||
// (Exceptionally using templates here but we could also redefine them for variety of types)
|
||||
template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
|
||||
template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
|
||||
template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
|
||||
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
|
||||
template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
|
||||
template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
|
||||
template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
|
||||
// - Misc maths helpers
|
||||
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
|
||||
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
|
||||
@ -242,6 +250,7 @@ static inline float ImLengthSqr(const ImVec4& lhs)
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
||||
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
||||
@ -275,7 +284,8 @@ struct IMGUI_API ImPool
|
||||
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
|
||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
|
||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
||||
bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
|
||||
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||
@ -291,7 +301,7 @@ enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_None = 0,
|
||||
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
|
||||
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
|
||||
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item
|
||||
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release)
|
||||
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release)
|
||||
@ -303,7 +313,8 @@ enum ImGuiButtonFlags_
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
|
||||
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
||||
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
||||
ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated
|
||||
ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
|
||||
ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
@ -335,7 +346,8 @@ enum ImGuiSelectableFlagsPrivate_
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 11,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 12,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus)
|
||||
ImGuiSelectableFlags_AllowItemOverlap = 1 << 14
|
||||
};
|
||||
|
||||
enum ImGuiSeparatorFlags_
|
||||
@ -364,7 +376,8 @@ enum ImGuiItemStatusFlags_
|
||||
ImGuiItemStatusFlags_None = 0,
|
||||
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
, // [imgui-test only]
|
||||
@ -375,6 +388,12 @@ enum ImGuiItemStatusFlags_
|
||||
#endif
|
||||
};
|
||||
|
||||
enum ImGuiTextFlags_
|
||||
{
|
||||
ImGuiTextFlags_None = 0,
|
||||
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0
|
||||
};
|
||||
|
||||
// FIXME: this is in development, not exposed/functional as a generic feature yet.
|
||||
// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
|
||||
enum ImGuiLayoutType_
|
||||
@ -383,6 +402,15 @@ enum ImGuiLayoutType_
|
||||
ImGuiLayoutType_Vertical = 1
|
||||
};
|
||||
|
||||
enum ImGuiLogType
|
||||
{
|
||||
ImGuiLogType_None = 0,
|
||||
ImGuiLogType_TTY,
|
||||
ImGuiLogType_File,
|
||||
ImGuiLogType_Buffer,
|
||||
ImGuiLogType_Clipboard
|
||||
};
|
||||
|
||||
// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
|
||||
enum ImGuiAxis
|
||||
{
|
||||
@ -474,7 +502,6 @@ struct ImVec1
|
||||
ImVec1(float _x) { x = _x; }
|
||||
};
|
||||
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
@ -511,6 +538,14 @@ struct IMGUI_API ImRect
|
||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||
};
|
||||
|
||||
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
|
||||
struct ImGuiDataTypeInfo
|
||||
{
|
||||
size_t Size; // Size in byte
|
||||
const char* PrintFmt; // Default printf format for the type
|
||||
const char* ScanFmt; // Default scanf format for the type
|
||||
};
|
||||
|
||||
// Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColorMod
|
||||
{
|
||||
@ -537,7 +572,6 @@ struct ImGuiGroupData
|
||||
ImVec1 BackupGroupOffset;
|
||||
ImVec2 BackupCurrentLineSize;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool AdvanceCursor;
|
||||
@ -546,10 +580,9 @@ struct ImGuiGroupData
|
||||
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiMenuColumns
|
||||
{
|
||||
int Count;
|
||||
float Spacing;
|
||||
float Width, NextWidth;
|
||||
float Pos[4], NextWidths[4];
|
||||
float Pos[3], NextWidths[3];
|
||||
|
||||
ImGuiMenuColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
@ -561,16 +594,17 @@ struct IMGUI_API ImGuiMenuColumns
|
||||
struct IMGUI_API ImGuiInputTextState
|
||||
{
|
||||
ImGuiID ID; // widget id owning the text state
|
||||
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not.
|
||||
ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
|
||||
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
||||
ImVector<char> TempBuffer; // temporary buffer for callback and other other operations. size=capacity.
|
||||
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
|
||||
ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
|
||||
ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
||||
bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
|
||||
int BufCapacityA; // end-user buffer capacity
|
||||
float ScrollX;
|
||||
ImGuiStb::STB_TexteditState StbState;
|
||||
float CursorAnim;
|
||||
bool CursorFollow;
|
||||
bool SelectedAllMouseLock;
|
||||
float ScrollX; // horizontal scrolling/offset
|
||||
ImStb::STB_TexteditState Stb; // state for stb_textedit.h
|
||||
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
|
||||
// Temporarily set when active
|
||||
ImGuiInputTextFlags UserFlags;
|
||||
@ -578,11 +612,14 @@ struct IMGUI_API ImGuiInputTextState
|
||||
void* UserCallbackData;
|
||||
|
||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
||||
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
|
||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
||||
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
|
||||
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
|
||||
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
|
||||
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = 0; }
|
||||
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
|
||||
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
|
||||
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
|
||||
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
};
|
||||
|
||||
@ -601,7 +638,7 @@ struct ImGuiWindowSettings
|
||||
struct ImGuiSettingsHandler
|
||||
{
|
||||
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
||||
ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0)
|
||||
ImGuiID TypeHash; // == ImHashStr(TypeName)
|
||||
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
|
||||
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
|
||||
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
|
||||
@ -611,15 +648,17 @@ struct ImGuiSettingsHandler
|
||||
};
|
||||
|
||||
// Storage for current popup stack
|
||||
struct ImGuiPopupRef
|
||||
struct ImGuiPopupData
|
||||
{
|
||||
ImGuiID PopupId; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
||||
ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
|
||||
int OpenFrameCount; // Set on OpenPopup()
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
|
||||
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
|
||||
|
||||
ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
|
||||
};
|
||||
|
||||
struct ImGuiColumnData
|
||||
@ -629,10 +668,10 @@ struct ImGuiColumnData
|
||||
ImGuiColumnsFlags Flags; // Not exposed
|
||||
ImRect ClipRect;
|
||||
|
||||
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
|
||||
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; }
|
||||
};
|
||||
|
||||
struct ImGuiColumnsSet
|
||||
struct ImGuiColumns
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiColumnsFlags Flags;
|
||||
@ -642,23 +681,23 @@ struct ImGuiColumnsSet
|
||||
int Count;
|
||||
float MinX, MaxX;
|
||||
float LineMinY, LineMaxY;
|
||||
float StartPosY; // Copy of CursorPos
|
||||
float StartMaxPosX; // Copy of CursorMaxPos
|
||||
float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns()
|
||||
float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
|
||||
ImVector<ImGuiColumnData> Columns;
|
||||
|
||||
ImGuiColumnsSet() { Clear(); }
|
||||
ImGuiColumns() { Clear(); }
|
||||
void Clear()
|
||||
{
|
||||
ID = 0;
|
||||
Flags = 0;
|
||||
Flags = ImGuiColumnsFlags_None;
|
||||
IsFirstFrame = false;
|
||||
IsBeingResized = false;
|
||||
Current = 0;
|
||||
Count = 1;
|
||||
MinX = MaxX = 0.0f;
|
||||
LineMinY = LineMaxY = 0.0f;
|
||||
StartPosY = 0.0f;
|
||||
StartMaxPosX = 0.0f;
|
||||
BackupCursorPosY = 0.0f;
|
||||
BackupCursorMaxPosX = 0.0f;
|
||||
Columns.clear();
|
||||
}
|
||||
};
|
||||
@ -748,8 +787,17 @@ struct ImGuiNextWindowData
|
||||
|
||||
struct ImGuiTabBarSortItem
|
||||
{
|
||||
int Index;
|
||||
float Width;
|
||||
int Index;
|
||||
float Width;
|
||||
};
|
||||
|
||||
struct ImGuiTabBarRef
|
||||
{
|
||||
ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
|
||||
int IndexInMainPool;
|
||||
|
||||
ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
|
||||
ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -810,8 +858,8 @@ struct ImGuiContext
|
||||
ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
||||
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupRef> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
||||
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
|
||||
ImGuiCond NextTreeNodeOpenCond;
|
||||
@ -825,7 +873,7 @@ struct ImGuiContext
|
||||
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
|
||||
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
@ -857,11 +905,21 @@ struct ImGuiContext
|
||||
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
|
||||
// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
|
||||
ImGuiWindow* FocusRequestCurrWindow; //
|
||||
ImGuiWindow* FocusRequestNextWindow; //
|
||||
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterAll; // Stored for next frame
|
||||
int FocusRequestNextCounterTab; // "
|
||||
bool FocusTabPressed; //
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImDrawList BackgroundDrawList; // First draw list to be rendered.
|
||||
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
|
||||
// Drag and Drop
|
||||
@ -882,14 +940,15 @@ struct ImGuiContext
|
||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
|
||||
// Tab bars
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImVector<ImGuiTabBar*> CurrentTabBar;
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImGuiTabBar* CurrentTabBar;
|
||||
ImVector<ImGuiTabBarRef> CurrentTabBarStack;
|
||||
ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
|
||||
|
||||
// Widget state
|
||||
ImGuiInputTextState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||
ImVec4 ColorPickerRef;
|
||||
bool DragCurrentAccumDirty;
|
||||
@ -916,10 +975,14 @@ struct ImGuiContext
|
||||
|
||||
// Logging
|
||||
bool LogEnabled;
|
||||
ImGuiLogType LogType;
|
||||
FILE* LogFile; // If != NULL log to stdout/ file
|
||||
ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
int LogStartDepth;
|
||||
int LogAutoExpandMaxDepth;
|
||||
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
float LogLinePosY;
|
||||
bool LogLineFirstItem;
|
||||
int LogDepthRef;
|
||||
int LogDepthToExpand;
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||
@ -930,7 +993,7 @@ struct ImGuiContext
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // Temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL)
|
||||
{
|
||||
Initialized = false;
|
||||
FrameScopeActive = FrameScopePushedImplicitWindow = false;
|
||||
@ -974,7 +1037,7 @@ struct ImGuiContext
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0;
|
||||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
@ -997,9 +1060,16 @@ struct ImGuiContext
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
|
||||
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
|
||||
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
|
||||
FocusTabPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
BackgroundDrawList._Data = &DrawListSharedData;
|
||||
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
|
||||
ForegroundDrawList._Data = &DrawListSharedData;
|
||||
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = DragDropWithinSourceOrTarget = false;
|
||||
@ -1013,7 +1083,9 @@ struct ImGuiContext
|
||||
DragDropAcceptFrameCount = -1;
|
||||
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
TempInputTextId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||
DragCurrentAccumDirty = false;
|
||||
DragCurrentAccum = 0.0f;
|
||||
@ -1029,9 +1101,12 @@ struct ImGuiContext
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
|
||||
LogEnabled = false;
|
||||
LogType = ImGuiLogType_None;
|
||||
LogFile = NULL;
|
||||
LogStartDepth = 0;
|
||||
LogAutoExpandMaxDepth = 2;
|
||||
LogLinePosY = FLT_MAX;
|
||||
LogLineFirstItem = false;
|
||||
LogDepthRef = 0;
|
||||
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
@ -1057,9 +1132,8 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
float CurrentLineTextBaseOffset;
|
||||
ImVec2 PrevLineSize;
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
|
||||
ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImGuiID LastItemId;
|
||||
ImGuiItemStatusFlags LastItemStatusFlags;
|
||||
ImRect LastItemRect; // Interaction rect
|
||||
@ -1076,10 +1150,13 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
|
||||
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
|
||||
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
||||
float NextItemWidth;
|
||||
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
|
||||
ImVector<ImGuiItemFlags>ItemFlagsStack;
|
||||
ImVector<float> ItemWidthStack;
|
||||
@ -1090,16 +1167,15 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
ImVec1 GroupOffset;
|
||||
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
ImGuiColumnsSet* ColumnsSet; // Current columns set
|
||||
ImGuiColumns* CurrentColumns; // Current columns set
|
||||
|
||||
ImGuiWindowTempData()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
TreeDepthMayJumpToParentOnPop = 0x00;
|
||||
TreeStoreMayJumpToParentOnPop = 0x00;
|
||||
LastItemId = 0;
|
||||
LastItemStatusFlags = 0;
|
||||
LastItemRect = LastItemDisplayRect = ImRect();
|
||||
@ -1112,15 +1188,18 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
MenuBarOffset = ImVec2(0.0f, 0.0f);
|
||||
StateStorage = NULL;
|
||||
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
||||
ItemWidth = 0.0f;
|
||||
FocusCounterAll = FocusCounterTab = -1;
|
||||
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
ItemWidth = 0.0f;
|
||||
NextItemWidth = +FLT_MAX;
|
||||
TextWrapPos = -1.0f;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
Indent = ImVec1(0.0f);
|
||||
GroupOffset = ImVec1(0.0f);
|
||||
ColumnsOffset = ImVec1(0.0f);
|
||||
ColumnsSet = NULL;
|
||||
CurrentColumns = NULL;
|
||||
}
|
||||
};
|
||||
|
||||
@ -1154,7 +1233,7 @@ struct IMGUI_API ImGuiWindow
|
||||
bool WantCollapseToggle;
|
||||
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
|
||||
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
|
||||
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
|
||||
bool Hidden; // Do not display (== (HiddenFrames*** > 0))
|
||||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
|
||||
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
@ -1165,8 +1244,8 @@ struct IMGUI_API ImGuiWindow
|
||||
bool AutoFitOnlyGrows;
|
||||
int AutoFitChildAxises;
|
||||
ImGuiDir AutoPosLastDirection;
|
||||
int HiddenFramesRegular; // Hide the window for N frames
|
||||
int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||
int HiddenFramesCanSkipItems; // Hide the window for N frames
|
||||
int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||
ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
|
||||
ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
|
||||
ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
|
||||
@ -1183,7 +1262,7 @@ struct IMGUI_API ImGuiWindow
|
||||
float ItemWidthDefault;
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumnsSet> ColumnsStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window
|
||||
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
|
||||
|
||||
@ -1198,15 +1277,6 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
||||
|
||||
// Navigation / Focus
|
||||
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
||||
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
||||
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
|
||||
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
|
||||
int FocusIdxTabRequestNext; // "
|
||||
|
||||
public:
|
||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||
~ImGuiWindow();
|
||||
@ -1245,7 +1315,7 @@ struct ImGuiItemHoveredDataBackup
|
||||
|
||||
enum ImGuiTabBarFlagsPrivate_
|
||||
{
|
||||
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node
|
||||
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
|
||||
ImGuiTabBarFlags_IsFocused = 1 << 21,
|
||||
ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
|
||||
};
|
||||
@ -1286,6 +1356,8 @@ struct ImGuiTabBar
|
||||
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
|
||||
float ScrollingAnim;
|
||||
float ScrollingTarget;
|
||||
float ScrollingTargetDistToVisibility;
|
||||
float ScrollingSpeed;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
int ReorderRequestDir;
|
||||
@ -1293,13 +1365,13 @@ struct ImGuiTabBar
|
||||
bool VisibleTabWasSubmitted;
|
||||
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
||||
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
|
||||
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
|
||||
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
|
||||
|
||||
ImGuiTabBar();
|
||||
int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
|
||||
const char* GetTabName(const ImGuiTabItem* tab) const
|
||||
const char* GetTabName(const ImGuiTabItem* tab) const
|
||||
{
|
||||
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
|
||||
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
|
||||
return TabsNames.Buf.Data + tab->NameOffset;
|
||||
}
|
||||
};
|
||||
@ -1320,7 +1392,7 @@ namespace ImGui
|
||||
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
|
||||
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
||||
IMGUI_API void FocusWindow(ImGuiWindow* window);
|
||||
IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window);
|
||||
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
|
||||
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
|
||||
@ -1369,6 +1441,7 @@ namespace ImGui
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
IMGUI_API void MarkItemEdited(ImGuiID id);
|
||||
IMGUI_API void PushOverrideID(ImGuiID id);
|
||||
|
||||
// Basic Helpers for widget code
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
@ -1376,18 +1449,25 @@ namespace ImGui
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
|
||||
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
|
||||
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
|
||||
IMGUI_API float GetNextItemWidth();
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f);
|
||||
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
|
||||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
|
||||
IMGUI_API ImVec2 GetWorkRectMax();
|
||||
|
||||
// Logging/Capture
|
||||
IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
|
||||
IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
|
||||
|
||||
// Popups, Modals, Tooltips
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under);
|
||||
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
|
||||
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
||||
@ -1423,6 +1503,8 @@ namespace ImGui
|
||||
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
||||
IMGUI_API void EndColumns(); // close columns
|
||||
IMGUI_API void PushColumnClipRect(int column_index = -1);
|
||||
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
|
||||
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
|
||||
|
||||
// Tab Bars
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
||||
@ -1459,12 +1541,13 @@ namespace ImGui
|
||||
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
|
||||
|
||||
// Widgets
|
||||
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
|
||||
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
||||
IMGUI_API void Scrollbar(ImGuiLayoutType direction);
|
||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction);
|
||||
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
|
||||
|
||||
// Widgets low-level behaviors
|
||||
@ -1474,19 +1557,26 @@ namespace ImGui
|
||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API void TreePushRawID(ImGuiID id);
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
|
||||
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
|
||||
|
||||
// Data type helpers
|
||||
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
|
||||
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format);
|
||||
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
|
||||
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
|
||||
// InputText
|
||||
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
|
||||
|
||||
// Color
|
||||
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
|
||||
@ -1518,8 +1608,10 @@ extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
|
||||
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#endif
|
||||
|
||||
|
1724
imgui_widgets.cpp
1724
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@ -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, v1.70
|
||||
(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!
|
||||
@ -32,7 +35,8 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
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"
|
||||
@ -201,7 +205,8 @@ 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, ...);
|
||||
@ -294,6 +299,9 @@ 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
|
||||
|
||||
|
@ -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();
|
||||
@ -85,10 +86,10 @@ 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++)
|
||||
{
|
||||
ImFontConfig* font_config = (ImFontConfig*)io.Fonts->Fonts[n]->ConfigData;
|
||||
io.Fonts->TexGlyphPadding = FontsPadding;
|
||||
ImFontConfig* font_config = (ImFontConfig*)&io.Fonts->ConfigData[n];
|
||||
font_config->RasterizerMultiply = FontsMultiply;
|
||||
font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
|
||||
}
|
||||
|
@ -398,7 +398,7 @@ 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 +440,7 @@ 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 +493,7 @@ 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 +557,7 @@ 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();
|
||||
|
||||
@ -567,8 +567,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
}
|
||||
|
||||
// Default memory allocators
|
||||
static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); }
|
||||
static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); }
|
||||
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;
|
||||
|
@ -29,7 +29,7 @@ namespace ImGuiFreeType
|
||||
|
||||
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
|
||||
|
||||
// By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
|
||||
// By default ImGuiFreeType will use IM_ALLOC()/IM_FREE().
|
||||
// However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired:
|
||||
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
|
||||
}
|
||||
|
Reference in New Issue
Block a user