Merge branch 'features/backends_context' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # examples/example_apple_opengl2/main.mm
This commit is contained in:
commit
682447306d
@ -9,13 +9,14 @@
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// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
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// [ ] Platform: Missing gamepad support.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
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@ -53,13 +54,24 @@
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#pragma warning (disable: 4127) // condition expression is constant
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#endif
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// Data
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static ALLEGRO_DISPLAY* g_Display = NULL;
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static ALLEGRO_BITMAP* g_Texture = NULL;
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static double g_Time = 0.0;
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static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
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static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
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static char* g_ClipboardTextData = NULL;
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// Allegro Data
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struct ImGui_ImplAllegro5_Data
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{
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ALLEGRO_DISPLAY* Display;
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ALLEGRO_BITMAP* Texture;
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double Time;
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ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
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ALLEGRO_VERTEX_DECL* VertexDecl;
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char* ClipboardTextData;
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ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplAllegro5_Data* g_Data;
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplAllegro5_Data); return g_Data; }
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplAllegro5_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct ImDrawVertAllegro
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{
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@ -96,6 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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return;
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// Backup Allegro state that will be modified
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
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ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
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int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
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@ -161,7 +174,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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// Draw
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
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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);
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al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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}
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idx_offset += pcmd->ElemCount;
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}
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@ -177,6 +190,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplAllegro5_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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@ -210,12 +224,12 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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// Store our identifier
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io.Fonts->SetTexID((void*)cloned_img);
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g_Texture = cloned_img;
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bd->Texture = cloned_img;
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// Create an invisible mouse cursor
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// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
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ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
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g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
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bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
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al_destroy_bitmap(mouse_cursor);
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return true;
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@ -223,41 +237,48 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
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void ImGui_ImplAllegro5_InvalidateDeviceObjects()
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{
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if (g_Texture)
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->Texture)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->SetTexID(NULL);
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al_destroy_bitmap(g_Texture);
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g_Texture = NULL;
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al_destroy_bitmap(bd->Texture);
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bd->Texture = NULL;
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}
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if (g_MouseCursorInvisible)
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if (bd->MouseCursorInvisible)
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{
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al_destroy_mouse_cursor(g_MouseCursorInvisible);
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g_MouseCursorInvisible = NULL;
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al_destroy_mouse_cursor(bd->MouseCursorInvisible);
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bd->MouseCursorInvisible = NULL;
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}
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}
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#if ALLEGRO_HAS_CLIPBOARD
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static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
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{
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if (g_ClipboardTextData)
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al_free(g_ClipboardTextData);
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g_ClipboardTextData = al_get_clipboard_text(g_Display);
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return g_ClipboardTextData;
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->ClipboardTextData)
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al_free(bd->ClipboardTextData);
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bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
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return bd->ClipboardTextData;
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}
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static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
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{
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al_set_clipboard_text(g_Display, text);
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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al_set_clipboard_text(bd->Display, text);
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}
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#endif
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bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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{
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g_Display = display;
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_CreateBackendData();
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bd->Display = display;
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererUserData = (void*)bd;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
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@ -271,7 +292,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
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{ 0, 0, 0 }
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};
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g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
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bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
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io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
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@ -308,18 +329,20 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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void ImGui_ImplAllegro5_Shutdown()
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{
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGui_ImplAllegro5_InvalidateDeviceObjects();
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g_Display = NULL;
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g_Time = 0.0;
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bd->Display = NULL;
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bd->Time = 0.0;
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if (g_VertexDecl)
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al_destroy_vertex_decl(g_VertexDecl);
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g_VertexDecl = NULL;
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if (bd->VertexDecl)
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al_destroy_vertex_decl(bd->VertexDecl);
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bd->VertexDecl = NULL;
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if (g_ClipboardTextData)
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al_free(g_ClipboardTextData);
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g_ClipboardTextData = NULL;
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if (bd->ClipboardTextData)
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al_free(bd->ClipboardTextData);
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bd->ClipboardTextData = NULL;
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ImGui_ImplAllegro5_DestroyBackendData();
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -329,11 +352,12 @@ void ImGui_ImplAllegro5_Shutdown()
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bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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switch (ev->type)
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{
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case ALLEGRO_EVENT_MOUSE_AXES:
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if (ev->mouse.display == g_Display)
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if (ev->mouse.display == bd->Display)
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{
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io.MouseWheel += ev->mouse.dz;
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io.MouseWheelH -= ev->mouse.dw;
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@ -342,31 +366,31 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
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return true;
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case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
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case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
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if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
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if (ev->mouse.display == bd->Display && ev->mouse.button <= 5)
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io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
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return true;
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case ALLEGRO_EVENT_TOUCH_MOVE:
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if (ev->touch.display == g_Display)
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if (ev->touch.display == bd->Display)
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io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
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return true;
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case ALLEGRO_EVENT_TOUCH_BEGIN:
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case ALLEGRO_EVENT_TOUCH_END:
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case ALLEGRO_EVENT_TOUCH_CANCEL:
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if (ev->touch.display == g_Display && ev->touch.primary)
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if (ev->touch.display == bd->Display && ev->touch.primary)
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io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
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return true;
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case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
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if (ev->mouse.display == g_Display)
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if (ev->mouse.display == bd->Display)
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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return true;
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case ALLEGRO_EVENT_KEY_CHAR:
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if (ev->keyboard.display == g_Display)
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if (ev->keyboard.display == bd->Display)
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if (ev->keyboard.unichar != 0)
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io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
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return true;
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case ALLEGRO_EVENT_KEY_DOWN:
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case ALLEGRO_EVENT_KEY_UP:
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if (ev->keyboard.display == g_Display)
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if (ev->keyboard.display == bd->Display)
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io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
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return true;
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}
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@ -379,11 +403,12 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return;
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
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al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
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}
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else
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{
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@ -398,27 +423,28 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
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case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
|
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}
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al_set_system_mouse_cursor(g_Display, cursor_id);
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al_set_system_mouse_cursor(bd->Display, cursor_id);
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}
|
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}
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||||
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
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{
|
||||
if (!g_Texture)
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
if (!bd->Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
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ImGuiIO& io = ImGui::GetIO();
|
||||
|
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// Setup display size (every frame to accommodate for window resizing)
|
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int w, h;
|
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w = al_get_display_width(g_Display);
|
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h = al_get_display_height(g_Display);
|
||||
w = al_get_display_width(bd->Display);
|
||||
h = al_get_display_height(bd->Display);
|
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io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = al_get_time();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
ALLEGRO_KEYBOARD_STATE keys;
|
||||
|
@ -157,7 +157,6 @@ void ImGui_ImplAndroid_Shutdown()
|
||||
void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Process queued key events
|
||||
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
|
||||
|
@ -6,7 +6,7 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -14,6 +14,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
||||
@ -42,20 +43,32 @@
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D10Buffer* g_pVB = NULL;
|
||||
static ID3D10Buffer* g_pIB = NULL;
|
||||
static ID3D10VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D10InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
struct ImGui_ImplDX10_Data
|
||||
{
|
||||
ID3D10Device* pd3dDevice;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D10Buffer* pVB;
|
||||
ID3D10Buffer* pIB;
|
||||
ID3D10VertexShader* pVertexShader;
|
||||
ID3D10InputLayout* pInputLayout;
|
||||
ID3D10Buffer* pVertexConstantBuffer;
|
||||
ID3D10PixelShader* pPixelShader;
|
||||
ID3D10SamplerState* pFontSampler;
|
||||
ID3D10ShaderResourceView* pFontTextureView;
|
||||
ID3D10RasterizerState* pRasterizerState;
|
||||
ID3D10BlendState* pBlendState;
|
||||
ID3D10DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplDX10_Data* g_Data;
|
||||
static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; }
|
||||
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
@ -66,8 +79,11 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
static void ImGui_ImplDX10_InitPlatformInterface();
|
||||
static void ImGui_ImplDX10_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
@ -81,21 +97,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
// 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->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->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);
|
||||
ctx->VSSetShader(bd->pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(NULL);
|
||||
|
||||
// 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);
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
@ -105,43 +121,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ID3D10Device* ctx = bd->pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -150,14 +167,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unmap();
|
||||
g_pIB->Unmap();
|
||||
bd->pVB->Unmap();
|
||||
bd->pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
@ -172,7 +189,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
bd->pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
@ -276,6 +293,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
@ -300,7 +318,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != NULL);
|
||||
|
||||
// Create texture view
|
||||
@ -310,12 +328,12 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_pFontTextureView);
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
@ -329,15 +347,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
@ -379,7 +398,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
@ -392,7 +411,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
@ -407,7 +426,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -432,7 +451,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
@ -453,7 +472,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
@ -464,7 +483,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
@ -478,7 +497,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
@ -488,27 +507,31 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
@ -517,17 +540,16 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pFactory = pFactory;
|
||||
bd->pd3dDevice = device;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX10_InitPlatformInterface();
|
||||
@ -536,15 +558,22 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
ImGui_ImplDX10_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplDX10_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -566,6 +595,7 @@ struct ImGuiViewportDataDx10
|
||||
|
||||
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
|
||||
viewport->RendererUserData = data;
|
||||
|
||||
@ -590,14 +620,14 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
||||
sd.Flags = 0;
|
||||
|
||||
IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
|
||||
g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &data->SwapChain);
|
||||
|
||||
// Create the render target
|
||||
if (data->SwapChain)
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
@ -620,6 +650,7 @@ static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
|
||||
if (data->RTView)
|
||||
{
|
||||
@ -632,18 +663,19 @@ static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
|
||||
bd->pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
||||
bd->pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
||||
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -14,6 +14,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
@ -41,22 +42,34 @@
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11Buffer* g_pIB = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
ID3D11Device* pd3dDevice;
|
||||
ID3D11DeviceContext* pd3dDeviceContext;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D11Buffer* pVB;
|
||||
ID3D11Buffer* pIB;
|
||||
ID3D11VertexShader* pVertexShader;
|
||||
ID3D11InputLayout* pInputLayout;
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pFontSampler;
|
||||
ID3D11ShaderResourceView* pFontTextureView;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplDX11_Data* g_Data;
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; }
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
@ -67,8 +80,11 @@ struct VERTEX_CONSTANT_BUFFER
|
||||
static void ImGui_ImplDX11_InitPlatformInterface();
|
||||
static void ImGui_ImplDX11_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
@ -82,14 +98,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
// 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->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->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);
|
||||
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(NULL, NULL, 0);
|
||||
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
@ -97,9 +113,9 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
|
||||
// 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);
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
@ -109,42 +125,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// 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)
|
||||
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
@ -156,14 +173,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
ctx->Unmap(bd->pVB, 0);
|
||||
ctx->Unmap(bd->pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
@ -178,7 +195,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
ctx->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
@ -289,6 +306,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
@ -312,7 +330,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != NULL);
|
||||
|
||||
// Create texture view
|
||||
@ -322,12 +340,12 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_pFontTextureView);
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
@ -341,15 +359,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
@ -391,7 +410,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
@ -404,7 +423,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
@ -419,7 +438,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@ -444,7 +463,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
@ -465,7 +484,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
@ -476,7 +495,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
@ -490,7 +509,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
@ -500,27 +519,31 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
@ -534,14 +557,14 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
g_pFactory = pFactory;
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDeviceContext = device_context;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
g_pd3dDeviceContext->AddRef();
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX11_InitPlatformInterface();
|
||||
@ -551,16 +574,23 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
ImGui_ImplDX11_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplDX11_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -582,6 +612,7 @@ struct ImGuiViewportDataDx11
|
||||
|
||||
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
|
||||
viewport->RendererUserData = data;
|
||||
|
||||
@ -606,14 +637,14 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
|
||||
sd.Flags = 0;
|
||||
|
||||
IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
|
||||
g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &data->SwapChain);
|
||||
|
||||
// Create the render target
|
||||
if (data->SwapChain)
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
@ -636,6 +667,7 @@ static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
|
||||
if (data->RTView)
|
||||
{
|
||||
@ -648,18 +680,19 @@ static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
|
||||
bd->pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
||||
bd->pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
||||
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
|
@ -23,6 +23,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
|
||||
@ -51,15 +52,26 @@
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D12Device* g_pd3dDevice = NULL;
|
||||
static ID3D12RootSignature* g_pRootSignature = NULL;
|
||||
static ID3D12PipelineState* g_pPipelineState = NULL;
|
||||
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
|
||||
static ID3D12Resource* g_pFontTextureResource = NULL;
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
|
||||
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
||||
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
ID3D12Resource* pFontTextureResource;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
|
||||
ID3D12DescriptorHeap* pd3dSrvDescHeap;
|
||||
UINT numFramesInFlight;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplDX12_Data* g_Data;
|
||||
static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
|
||||
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Buffers used during the rendering of a frame
|
||||
struct ImGui_ImplDX12_RenderBuffers
|
||||
@ -91,13 +103,14 @@ struct ImGuiViewportDataDx12
|
||||
ID3D12Fence* Fence;
|
||||
UINT64 FenceSignaledValue;
|
||||
HANDLE FenceEvent;
|
||||
UINT NumFramesInFlight;
|
||||
ImGui_ImplDX12_FrameContext* FrameCtx;
|
||||
|
||||
// Render buffers
|
||||
UINT FrameIndex;
|
||||
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
|
||||
|
||||
ImGuiViewportDataDx12()
|
||||
ImGuiViewportDataDx12(UINT num_frames_in_flight)
|
||||
{
|
||||
CommandQueue = NULL;
|
||||
CommandList = NULL;
|
||||
@ -106,11 +119,12 @@ struct ImGuiViewportDataDx12
|
||||
Fence = NULL;
|
||||
FenceSignaledValue = 0;
|
||||
FenceEvent = NULL;
|
||||
FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
|
||||
NumFramesInFlight = num_frames_in_flight;
|
||||
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
|
||||
FrameIndex = UINT_MAX;
|
||||
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
|
||||
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; ++i)
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
FrameCtx[i].CommandAllocator = NULL;
|
||||
FrameCtx[i].RenderTarget = NULL;
|
||||
@ -130,7 +144,7 @@ struct ImGuiViewportDataDx12
|
||||
IM_ASSERT(Fence == NULL);
|
||||
IM_ASSERT(FenceEvent == NULL);
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; ++i)
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
|
||||
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
|
||||
@ -167,6 +181,8 @@ static void ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
|
||||
// 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;
|
||||
@ -211,8 +227,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->SetPipelineState(g_pPipelineState);
|
||||
ctx->SetGraphicsRootSignature(g_pRootSignature);
|
||||
ctx->SetPipelineState(bd->pPipelineState);
|
||||
ctx->SetGraphicsRootSignature(bd->pRootSignature);
|
||||
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup blend factor
|
||||
@ -227,9 +243,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
|
||||
render_data->FrameIndex++;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@ -252,7 +269,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
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)
|
||||
if (bd->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)
|
||||
@ -275,7 +292,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
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)
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -346,6 +363,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
@ -373,7 +391,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = NULL;
|
||||
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
@ -395,7 +413,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = NULL;
|
||||
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
@ -430,7 +448,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = NULL;
|
||||
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = CreateEvent(0, 0, 0, 0);
|
||||
@ -442,15 +460,15 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
||||
@ -481,9 +499,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
||||
SafeRelease(g_pFontTextureResource);
|
||||
g_pFontTextureResource = pTexture;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
bd->pFontTextureResource = pTexture;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
@ -494,15 +512,16 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
|
||||
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
||||
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr);
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (g_pPipelineState)
|
||||
if (bd->pPipelineState)
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
// Create the root signature
|
||||
@ -583,7 +602,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
return false;
|
||||
|
||||
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
||||
blob->Release();
|
||||
}
|
||||
|
||||
@ -597,10 +616,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
||||
psoDesc.NodeMask = 1;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.pRootSignature = g_pRootSignature;
|
||||
psoDesc.pRootSignature = bd->pRootSignature;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = g_RTVFormat;
|
||||
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
||||
psoDesc.SampleDesc.Count = 1;
|
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
|
||||
@ -719,7 +738,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
desc.BackFace = desc.FrontFace;
|
||||
}
|
||||
|
||||
HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
|
||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
||||
vertexShaderBlob->Release();
|
||||
pixelShaderBlob->Release();
|
||||
if (result_pipeline_state != S_OK)
|
||||
@ -732,54 +751,58 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pRootSignature);
|
||||
SafeRelease(g_pPipelineState);
|
||||
SafeRelease(g_pFontTextureResource);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
|
||||
bd->pd3dDevice = device;
|
||||
bd->RTVFormat = rtv_format;
|
||||
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->pd3dSrvDescHeap = cbv_srv_heap;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_RTVFormat = rtv_format;
|
||||
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_pd3dSrvDescHeap = cbv_srv_heap;
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitPlatformInterface();
|
||||
|
||||
// Create a dummy ImGuiViewportDataDx12 holder for the main viewport,
|
||||
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitPlatformInterface();
|
||||
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
|
||||
// Manually delete main viewport render resources in-case we haven't initialized for viewports
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
|
||||
{
|
||||
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
|
||||
IM_DELETE(data);
|
||||
main_viewport->RendererUserData = NULL;
|
||||
@ -789,16 +812,15 @@ void ImGui_ImplDX12_Shutdown()
|
||||
ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
g_pd3dDevice = NULL;
|
||||
g_hFontSrvCpuDescHandle.ptr = 0;
|
||||
g_hFontSrvGpuDescHandle.ptr = 0;
|
||||
g_numFramesInFlight = 0;
|
||||
g_pd3dSrvDescHeap = NULL;
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplDX12_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
if (!g_pPipelineState)
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -810,7 +832,8 @@ void ImGui_ImplDX12_NewFrame()
|
||||
|
||||
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)();
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight);
|
||||
viewport->RendererUserData = data;
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
@ -826,23 +849,23 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
|
||||
HRESULT res = S_OK;
|
||||
res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
|
||||
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
// Create command allocator.
|
||||
for (UINT i = 0; i < g_numFramesInFlight; ++i)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
|
||||
{
|
||||
res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
|
||||
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
|
||||
IM_ASSERT(res == S_OK);
|
||||
}
|
||||
|
||||
// Create command list.
|
||||
res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
|
||||
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
|
||||
IM_ASSERT(res == S_OK);
|
||||
data->CommandList->Close();
|
||||
|
||||
// Create fence.
|
||||
res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
|
||||
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
@ -852,10 +875,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
|
||||
DXGI_SWAP_CHAIN_DESC1 sd1;
|
||||
ZeroMemory(&sd1, sizeof(sd1));
|
||||
sd1.BufferCount = g_numFramesInFlight;
|
||||
sd1.BufferCount = bd->numFramesInFlight;
|
||||
sd1.Width = (UINT)viewport->Size.x;
|
||||
sd1.Height = (UINT)viewport->Size.y;
|
||||
sd1.Format = g_RTVFormat;
|
||||
sd1.Format = bd->RTVFormat;
|
||||
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd1.SampleDesc.Count = 1;
|
||||
sd1.SampleDesc.Quality = 0;
|
||||
@ -884,32 +907,32 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = g_numFramesInFlight;
|
||||
desc.NumDescriptors = bd->numFramesInFlight;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
|
||||
HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
|
||||
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
|
||||
IM_ASSERT(hr == S_OK);
|
||||
|
||||
SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
|
||||
rtv_handle.ptr += rtv_descriptor_size;
|
||||
}
|
||||
|
||||
ID3D12Resource* back_buffer;
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL);
|
||||
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
data->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
|
||||
}
|
||||
|
||||
@ -930,6 +953,7 @@ static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
|
||||
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
|
||||
{
|
||||
ImGui_WaitForPendingOperations(data);
|
||||
@ -942,7 +966,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
::CloseHandle(data->FenceEvent);
|
||||
data->FenceEvent = NULL;
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
SafeRelease(data->FrameCtx[i].RenderTarget);
|
||||
SafeRelease(data->FrameCtx[i].CommandAllocator);
|
||||
@ -955,21 +979,22 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
|
||||
|
||||
ImGui_WaitForPendingOperations(data);
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
SafeRelease(data->FrameCtx[i].RenderTarget);
|
||||
|
||||
if (data->SwapChain)
|
||||
{
|
||||
ID3D12Resource* back_buffer = NULL;
|
||||
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
data->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
@ -977,9 +1002,10 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
|
||||
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
|
||||
|
||||
ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
|
||||
ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % bd->numFramesInFlight];
|
||||
UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
|
||||
|
||||
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
@ -1000,7 +1026,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
|
||||
cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
||||
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
|
||||
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
||||
|
||||
|
@ -14,6 +14,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
||||
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
|
||||
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
|
||||
@ -37,11 +39,23 @@
|
||||
#include <d3d9.h>
|
||||
|
||||
// DirectX data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
|
||||
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
|
||||
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
struct ImGui_ImplDX9_Data
|
||||
{
|
||||
LPDIRECT3DDEVICE9 pd3dDevice;
|
||||
LPDIRECT3DVERTEXBUFFER9 pVB;
|
||||
LPDIRECT3DINDEXBUFFER9 pIB;
|
||||
LPDIRECT3DTEXTURE9 FontTexture;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplDX9_Data* g_Data;
|
||||
static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; }
|
||||
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
@ -63,8 +77,11 @@ static void ImGui_ImplDX9_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
|
||||
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
@ -72,39 +89,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
bd->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_FILLMODE, D3DFILL_SOLID);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
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_SEPARATEALPHABLENDENABLE, TRUE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, 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);
|
||||
bd->pd3dDevice->SetPixelShader(NULL);
|
||||
bd->pd3dDevice->SetVertexShader(NULL);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
@ -122,9 +141,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
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);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
}
|
||||
|
||||
@ -136,24 +155,25 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
return;
|
||||
|
||||
// Create and grow buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = NULL;
|
||||
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
if (d3d9_state_block->Capture() < 0)
|
||||
{
|
||||
@ -163,21 +183,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
||||
D3DMATRIX last_world, last_view, last_projection;
|
||||
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Allocate buffers
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
g_pVB->Unlock();
|
||||
bd->pVB->Unlock();
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
@ -204,11 +224,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pIB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
bd->pVB->Unlock();
|
||||
bd->pIB->Unlock();
|
||||
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
bd->pd3dDevice->SetIndices(bd->pIB);
|
||||
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
@ -237,9 +257,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
||||
bd->pd3dDevice->SetTexture(0, texture);
|
||||
bd->pd3dDevice->SetScissorRect(&r);
|
||||
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
@ -249,12 +269,12 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
|
||||
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
|
||||
if (global_vtx_offset == 0)
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
|
||||
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
|
||||
|
||||
// Restore the DX9 transform
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Restore the DX9 state
|
||||
d3d9_state_block->Apply();
|
||||
@ -263,14 +283,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDevice->AddRef();
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX9_InitPlatformInterface();
|
||||
@ -280,15 +304,22 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
|
||||
ImGui_ImplDX9_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplDX9_DestroyBackendData();
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
@ -305,18 +336,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
#endif
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = NULL;
|
||||
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
|
||||
bd->FontTexture = NULL;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
|
||||
g_FontTexture->UnlockRect(0);
|
||||
bd->FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_FontTexture);
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
@ -328,7 +359,8 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
@ -338,17 +370,19 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
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->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -370,6 +404,7 @@ struct ImGuiViewportDataDx9
|
||||
|
||||
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
|
||||
viewport->RendererUserData = data;
|
||||
|
||||
@ -389,7 +424,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
|
||||
data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
|
||||
|
||||
HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
|
||||
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
|
||||
IM_ASSERT(hr == D3D_OK);
|
||||
IM_ASSERT(data->SwapChain != NULL);
|
||||
}
|
||||
@ -410,6 +445,7 @@ static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
|
||||
if (data->SwapChain)
|
||||
{
|
||||
@ -417,13 +453,14 @@ static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
data->SwapChain = NULL;
|
||||
data->d3dpp.BackBufferWidth = (UINT)size.x;
|
||||
data->d3dpp.BackBufferHeight = (UINT)size.y;
|
||||
HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
|
||||
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
|
||||
IM_ASSERT(hr == D3D_OK);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
@ -431,22 +468,22 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
LPDIRECT3DSURFACE9 last_render_target = NULL;
|
||||
LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
|
||||
data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
|
||||
g_pd3dDevice->GetRenderTarget(0, &last_render_target);
|
||||
g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
|
||||
g_pd3dDevice->SetRenderTarget(0, render_target);
|
||||
g_pd3dDevice->SetDepthStencilSurface(NULL);
|
||||
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
|
||||
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
|
||||
bd->pd3dDevice->SetRenderTarget(0, render_target);
|
||||
bd->pd3dDevice->SetDepthStencilSurface(NULL);
|
||||
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
|
||||
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
|
||||
bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
|
||||
|
||||
// Restore render target
|
||||
g_pd3dDevice->SetRenderTarget(0, last_render_target);
|
||||
g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
|
||||
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
|
||||
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
|
||||
render_target->Release();
|
||||
last_render_target->Release();
|
||||
if (last_depth_stencil) last_depth_stencil->Release();
|
||||
|
@ -13,7 +13,7 @@
|
||||
// Issues:
|
||||
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -21,6 +21,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
@ -73,34 +74,47 @@
|
||||
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
|
||||
#endif
|
||||
|
||||
// Data
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static GLFWwindow* g_KeyOwnerWindows[512] = {};
|
||||
static bool g_InstalledCallbacks = false;
|
||||
static bool g_WantUpdateMonitors = true;
|
||||
|
||||
// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
|
||||
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
|
||||
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
|
||||
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
|
||||
static GLFWcharfun g_PrevUserCallbackChar = NULL;
|
||||
static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
bool MouseJustPressed[ImGuiMouseButton_COUNT];
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
GLFWwindow* KeyOwnerWindows[512];
|
||||
bool InstalledCallbacks;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
GLFWkeyfun PrevUserCallbackKey;
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplGlfw_Data* g_Data;
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; }
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplGlfw_UpdateMonitors();
|
||||
static void ImGui_ImplGlfw_InitPlatformInterface();
|
||||
static void ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
@ -113,17 +127,19 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
|
||||
g_PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
|
||||
g_MouseJustPressed[button] = true;
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
|
||||
bd->MouseJustPressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
if (g_PrevUserCallbackScroll != NULL && window == g_Window)
|
||||
g_PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
@ -132,8 +148,9 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (g_PrevUserCallbackKey != NULL && window == g_Window)
|
||||
g_PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
|
||||
@ -141,12 +158,12 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
|
||||
if (action == GLFW_PRESS)
|
||||
{
|
||||
io.KeysDown[key] = true;
|
||||
g_KeyOwnerWindows[key] = window;
|
||||
bd->KeyOwnerWindows[key] = window;
|
||||
}
|
||||
if (action == GLFW_RELEASE)
|
||||
{
|
||||
io.KeysDown[key] = false;
|
||||
g_KeyOwnerWindows[key] = NULL;
|
||||
bd->KeyOwnerWindows[key] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
@ -163,8 +180,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
if (g_PrevUserCallbackChar != NULL && window == g_Window)
|
||||
g_PrevUserCallbackChar(window, c);
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
@ -172,23 +190,29 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
{
|
||||
g_WantUpdateMonitors = true;
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->WantUpdateMonitors = true;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_CreateBackendData();
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
#endif
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
@ -216,45 +240,45 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = g_Window;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
#if GLFW_HAS_NEW_CURSORS
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
#else
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
g_PrevUserCallbackMousebutton = NULL;
|
||||
g_PrevUserCallbackScroll = NULL;
|
||||
g_PrevUserCallbackKey = NULL;
|
||||
g_PrevUserCallbackChar = NULL;
|
||||
g_PrevUserCallbackMonitor = NULL;
|
||||
bd->PrevUserCallbackMousebutton = NULL;
|
||||
bd->PrevUserCallbackScroll = NULL;
|
||||
bd->PrevUserCallbackKey = NULL;
|
||||
bd->PrevUserCallbackChar = NULL;
|
||||
bd->PrevUserCallbackMonitor = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
g_InstalledCallbacks = true;
|
||||
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
bd->InstalledCallbacks = true;
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
}
|
||||
|
||||
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
|
||||
@ -263,14 +287,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)g_Window;
|
||||
main_viewport->PlatformHandle = (void*)bd->Window;
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#endif
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplGlfw_InitPlatformInterface();
|
||||
|
||||
g_ClientApi = client_api;
|
||||
bd->ClientApi = client_api;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -291,34 +315,42 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
|
||||
ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
if (g_InstalledCallbacks)
|
||||
if (bd->InstalledCallbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
|
||||
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
|
||||
g_InstalledCallbacks = false;
|
||||
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
bd->InstalledCallbacks = false;
|
||||
}
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
g_MouseCursors[cursor_n] = NULL;
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->MouseCursors[cursor_n] = NULL;
|
||||
}
|
||||
g_ClientApi = GlfwClientApi_Unknown;
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplGlfw_DestroyBackendData();
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
|
||||
// Update buttons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
|
||||
bd->MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
// Update mouse position
|
||||
@ -386,7 +418,8 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
@ -403,7 +436,7 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
@ -448,6 +481,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
int monitors_count = 0;
|
||||
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
||||
@ -477,29 +511,29 @@ static void ImGui_ImplGlfw_UpdateMonitors()
|
||||
#endif
|
||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
g_WantUpdateMonitors = false;
|
||||
bd->WantUpdateMonitors = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
glfwGetWindowSize(bd->Window, &w, &h);
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
if (g_WantUpdateMonitors)
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
@ -570,6 +604,7 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
||||
|
||||
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
viewport->PlatformUserData = data;
|
||||
|
||||
@ -584,7 +619,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
#if GLFW_HAS_WINDOW_TOPMOST
|
||||
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
||||
#endif
|
||||
GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
|
||||
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL;
|
||||
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
|
||||
data->WindowOwned = true;
|
||||
viewport->PlatformHandle = (void*)data->Window;
|
||||
@ -601,7 +636,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
||||
glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
|
||||
glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwSwapInterval(0);
|
||||
@ -610,6 +645,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
{
|
||||
if (data->WindowOwned)
|
||||
@ -621,8 +657,8 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
// Release any keys that were pressed in the window being destroyed and are still held down,
|
||||
// because we will not receive any release events after window is destroyed.
|
||||
for (int i = 0; i < IM_ARRAYSIZE(g_KeyOwnerWindows); i++)
|
||||
if (g_KeyOwnerWindows[i] == data->Window)
|
||||
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
|
||||
if (bd->KeyOwnerWindows[i] == data->Window)
|
||||
ImGui_ImplGlfw_KeyCallback(data->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
||||
|
||||
glfwDestroyWindow(data->Window);
|
||||
@ -771,15 +807,17 @@ static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
|
||||
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwSwapBuffers(data->Window);
|
||||
@ -832,8 +870,9 @@ enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
||||
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
|
||||
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
|
||||
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
|
||||
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return (int)err;
|
||||
}
|
||||
@ -842,6 +881,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
|
||||
@ -870,10 +910,10 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
data->Window = g_Window;
|
||||
data->Window = bd->Window;
|
||||
data->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
main_viewport->PlatformHandle = (void*)g_Window;
|
||||
main_viewport->PlatformHandle = (void*)bd->Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
|
@ -5,7 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -21,6 +21,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
|
||||
@ -57,8 +58,18 @@
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static GLuint g_FontTexture = 0;
|
||||
struct ImGui_ImplOpenGL2_Data
|
||||
{
|
||||
GLuint FontTexture;
|
||||
|
||||
ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplOpenGL2_Data* g_Data;
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
@ -67,25 +78,36 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL2_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -226,6 +248,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
@ -233,15 +256,15 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
@ -251,12 +274,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
g_FontTexture = 0;
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
|
||||
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
|
||||
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
@ -96,6 +98,12 @@
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#ifndef GL_GLEXT_PROTOTYPES
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#endif
|
||||
#include <GLES2/gl2ext.h>
|
||||
#endif
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
@ -134,6 +142,17 @@ using namespace gl;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glDeleteVertexArrays glDeleteVertexArraysOES
|
||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
@ -155,14 +174,28 @@ using namespace gl;
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0;
|
||||
static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
static bool g_HasClipOrigin = false;
|
||||
struct ImGui_ImplOpenGL3_Data
|
||||
{
|
||||
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
|
||||
GLuint FontTexture;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
GLint AttribLocationProjMtx;
|
||||
GLuint AttribLocationVtxPos; // Vertex attributes location
|
||||
GLuint AttribLocationVtxUV;
|
||||
GLuint AttribLocationVtxColor;
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
bool HasClipOrigin;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplOpenGL3_Data* g_Data;
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; }
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; }
|
||||
static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
@ -171,6 +204,11 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData();
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
GLint major = 0;
|
||||
@ -183,16 +221,16 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
g_GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#else
|
||||
g_GlVersion = 200; // GLES 2
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
@ -212,9 +250,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
@ -248,7 +286,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
g_HasClipOrigin = (g_GlVersion >= 450);
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
@ -256,7 +294,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
g_HasClipOrigin = true;
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -268,18 +306,26 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL3_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_ShaderHandle)
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
@ -289,7 +335,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (g_GlVersion >= 310)
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
@ -299,7 +345,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
#if defined(GL_CLIP_ORIGIN)
|
||||
bool clip_origin_lower_left = true;
|
||||
if (g_HasClipOrigin)
|
||||
if (bd->HasClipOrigin)
|
||||
{
|
||||
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
|
||||
if (current_clip_origin == GL_UPPER_LEFT)
|
||||
@ -324,29 +370,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glUseProgram(bd->ShaderHandle);
|
||||
glUniform1i(bd->AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
if (bd->GlVersion >= 330)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
|
||||
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
@ -360,16 +406,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
@ -389,14 +437,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_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
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
@ -443,7 +491,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
if (bd->GlVersion >= 320)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
#endif
|
||||
@ -454,7 +502,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
@ -462,11 +510,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
if (bd->GlVersion >= 330)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
@ -478,7 +526,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef GL_POLYGON_MODE
|
||||
@ -490,8 +538,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
@ -499,8 +549,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glGenTextures(1, &bd->FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bd->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
|
||||
@ -509,7 +559,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture);
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
@ -519,23 +569,25 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
g_FontTexture = 0;
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
@ -549,11 +601,12 @@ static bool CheckShader(GLuint handle, const char* desc)
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
@ -566,18 +619,20 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
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
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
@ -704,46 +759,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
||||
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
|
||||
// Link
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, vert_handle);
|
||||
glAttachShader(g_ShaderHandle, frag_handle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
bd->ShaderHandle = glCreateProgram();
|
||||
glAttachShader(bd->ShaderHandle, vert_handle);
|
||||
glAttachShader(bd->ShaderHandle, frag_handle);
|
||||
glLinkProgram(bd->ShaderHandle);
|
||||
CheckProgram(bd->ShaderHandle, "shader program");
|
||||
|
||||
glDetachShader(g_ShaderHandle, vert_handle);
|
||||
glDetachShader(g_ShaderHandle, frag_handle);
|
||||
glDetachShader(bd->ShaderHandle, vert_handle);
|
||||
glDetachShader(bd->ShaderHandle, frag_handle);
|
||||
glDeleteShader(vert_handle);
|
||||
glDeleteShader(frag_handle);
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
||||
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
||||
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
||||
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
||||
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
@ -752,10 +807,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,7 @@
|
||||
// [ ] 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: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -21,6 +21,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
|
||||
@ -71,26 +72,39 @@
|
||||
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
static bool g_MouseCanUseGlobalState = true;
|
||||
static bool g_UseVulkan = false;
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint64 Time;
|
||||
bool MousePressed[3];
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool UseVulkan;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplSDL2_Data* g_Data;
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; }
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL2_UpdateMonitors();
|
||||
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
if (g_ClipboardTextData)
|
||||
SDL_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = SDL_GetClipboardText();
|
||||
return g_ClipboardTextData;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
@ -106,6 +120,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
@ -118,9 +134,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
||||
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
@ -165,16 +181,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
g_Window = window;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_CreateBackendData();
|
||||
bd->Window = window;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#endif
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
@ -205,24 +225,24 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
// Load mouse cursors
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
g_MouseCanUseGlobalState = false;
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
|
||||
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
|
||||
g_MouseCanUseGlobalState = true;
|
||||
bd->MouseCanUseGlobalState = true;
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
@ -247,7 +267,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
(void)sdl_gl_context; // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window, sdl_gl_context);
|
||||
}
|
||||
|
||||
@ -256,8 +275,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
g_UseVulkan = true;
|
||||
return ImGui_ImplSDL2_Init(window, NULL);
|
||||
if (!ImGui_ImplSDL2_Init(window, NULL))
|
||||
return false;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
bd->UseVulkan = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
@ -275,24 +297,33 @@ bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
bd->Window = NULL;
|
||||
|
||||
ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
g_Window = NULL;
|
||||
|
||||
// Destroy last known clipboard data
|
||||
if (g_ClipboardTextData)
|
||||
SDL_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = NULL;
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = NULL;
|
||||
|
||||
// Destroy SDL mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(g_MouseCursors[cursor_n]);
|
||||
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
memset(bd->MouseCursors, 0, sizeof(bd->MouseCursors));
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplSDL2_DestroyBackendData();
|
||||
}
|
||||
|
||||
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
io.MouseHoveredViewport = 0;
|
||||
|
||||
// [1]
|
||||
@ -305,7 +336,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
|
||||
else
|
||||
#endif
|
||||
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -316,14 +347,14 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
// Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
|
||||
int mouse_x_local, mouse_y_local;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
|
||||
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
|
||||
|
||||
if (g_MouseCanUseGlobalState)
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
// SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
int mouse_x_global, mouse_y_global;
|
||||
@ -339,17 +370,17 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
else
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(g_Window, &window_x, &window_y);
|
||||
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
}
|
||||
|
||||
@ -359,7 +390,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
// SDL 2.0.3 and before: single-viewport only
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
|
||||
#endif
|
||||
}
|
||||
@ -369,6 +400,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
@ -379,7 +411,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
@ -456,7 +488,8 @@ static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame()
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@ -472,8 +505,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
@ -502,6 +535,7 @@ struct ImGuiViewportDataSDL2
|
||||
|
||||
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
|
||||
viewport->PlatformUserData = data;
|
||||
|
||||
@ -519,8 +553,8 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
|
||||
}
|
||||
|
||||
Uint32 sdl_flags = 0;
|
||||
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (g_UseVulkan ? SDL_WINDOW_VULKAN : 0);
|
||||
sdl_flags |= SDL_GetWindowFlags(g_Window) & SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
|
||||
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
|
||||
sdl_flags |= SDL_WINDOW_HIDDEN;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
|
||||
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
|
||||
|
@ -7,7 +7,7 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -24,6 +24,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
|
||||
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
|
||||
@ -90,30 +92,43 @@ struct ImGuiViewportDataVulkan
|
||||
};
|
||||
|
||||
// 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;
|
||||
static uint32_t g_Subpass = 0;
|
||||
static VkShaderModule g_ShaderModuleVert;
|
||||
static VkShaderModule g_ShaderModuleFrag;
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
static bool g_FunctionsLoaded = false;
|
||||
#else
|
||||
static bool g_FunctionsLoaded = true;
|
||||
#endif
|
||||
struct ImGui_ImplVulkan_Data
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
||||
VkRenderPass RenderPass;
|
||||
VkDeviceSize BufferMemoryAlignment;
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkDescriptorSet DescriptorSet;
|
||||
VkPipeline Pipeline;
|
||||
uint32_t Subpass;
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
|
||||
// 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;
|
||||
// Font data
|
||||
VkSampler FontSampler;
|
||||
VkDeviceMemory FontMemory;
|
||||
VkImage FontImage;
|
||||
VkImageView FontView;
|
||||
VkDeviceMemory UploadBufferMemory;
|
||||
VkBuffer UploadBuffer;
|
||||
|
||||
// Render buffers
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
|
||||
ImGui_ImplVulkan_Data()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
BufferMemoryAlignment = 256;
|
||||
}
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplVulkan_Data* g_Data;
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplVulkan_Data); return g_Data; }
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
|
||||
static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
@ -129,6 +144,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
|
||||
// Vulkan prototypes for use with custom loaders
|
||||
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
static bool g_FunctionsLoaded = false;
|
||||
#else
|
||||
static bool g_FunctionsLoaded = true;
|
||||
#endif
|
||||
#ifdef VK_NO_PROTOTYPES
|
||||
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
|
||||
@ -325,7 +345,8 @@ static uint32_t __glsl_shader_frag_spv[] =
|
||||
|
||||
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkPhysicalDeviceMemoryProperties prop;
|
||||
vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
|
||||
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
|
||||
@ -336,21 +357,25 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (!bd)
|
||||
return;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->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;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
if (buffer != VK_NULL_HANDLE)
|
||||
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;
|
||||
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = vertex_buffer_size_aligned;
|
||||
@ -361,7 +386,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
@ -376,11 +401,13 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
VkDescriptorSet desc_set[1] = { bd->DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
|
||||
// Bind Vertex And Index Buffer:
|
||||
@ -413,8 +440,8 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
|
||||
float translate[2];
|
||||
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
|
||||
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
||||
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
||||
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
|
||||
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
|
||||
}
|
||||
}
|
||||
|
||||
@ -427,9 +454,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (pipeline == VK_NULL_HANDLE)
|
||||
pipeline = g_Pipeline;
|
||||
pipeline = bd->Pipeline;
|
||||
|
||||
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
|
||||
ImGuiViewportDataVulkan* viewport_renderer_data = (ImGuiViewportDataVulkan*)draw_data->OwnerViewport->RendererUserData;
|
||||
@ -547,8 +575,9 @@ 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();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
@ -573,17 +602,17 @@ 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(v->Device, &info, v->Allocator, &g_FontImage);
|
||||
err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetImageMemoryRequirements(v->Device, g_FontImage, &req);
|
||||
vkGetImageMemoryRequirements(v->Device, bd->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(v->Device, &alloc_info, v->Allocator, &g_FontMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
|
||||
check_vk_result(err);
|
||||
err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0);
|
||||
err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -591,25 +620,25 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
{
|
||||
VkImageViewCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
|
||||
info.image = g_FontImage;
|
||||
info.image = bd->FontImage;
|
||||
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
info.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
info.subresourceRange.levelCount = 1;
|
||||
info.subresourceRange.layerCount = 1;
|
||||
err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView);
|
||||
err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Update the Descriptor Set:
|
||||
{
|
||||
VkDescriptorImageInfo desc_image[1] = {};
|
||||
desc_image[0].sampler = g_FontSampler;
|
||||
desc_image[0].imageView = g_FontView;
|
||||
desc_image[0].sampler = bd->FontSampler;
|
||||
desc_image[0].imageView = bd->FontView;
|
||||
desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
VkWriteDescriptorSet write_desc[1] = {};
|
||||
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
write_desc[0].dstSet = g_DescriptorSet;
|
||||
write_desc[0].dstSet = bd->DescriptorSet;
|
||||
write_desc[0].descriptorCount = 1;
|
||||
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
write_desc[0].pImageInfo = desc_image;
|
||||
@ -623,34 +652,34 @@ 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(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer);
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req);
|
||||
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
|
||||
vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->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(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0);
|
||||
err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = NULL;
|
||||
err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
err = vkMapMemory(v->Device, bd->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].memory = bd->UploadBufferMemory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, g_UploadBufferMemory);
|
||||
vkUnmapMemory(v->Device, bd->UploadBufferMemory);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
@ -662,7 +691,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
copy_barrier[0].image = g_FontImage;
|
||||
copy_barrier[0].image = bd->FontImage;
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
@ -674,7 +703,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
region.imageExtent.width = width;
|
||||
region.imageExtent.height = height;
|
||||
region.imageExtent.depth = 1;
|
||||
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
@ -684,7 +713,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
||||
use_barrier[0].image = g_FontImage;
|
||||
use_barrier[0].image = bd->FontImage;
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
@ -692,7 +721,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontImage);
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontImage);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -700,29 +729,31 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
// Create the shader modules
|
||||
if (g_ShaderModuleVert == NULL)
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (bd->ShaderModuleVert == NULL)
|
||||
{
|
||||
VkShaderModuleCreateInfo vert_info = {};
|
||||
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;
|
||||
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert);
|
||||
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (g_ShaderModuleFrag == NULL)
|
||||
if (bd->ShaderModuleFrag == NULL)
|
||||
{
|
||||
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;
|
||||
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag);
|
||||
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_FontSampler)
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (bd->FontSampler)
|
||||
return;
|
||||
|
||||
VkSamplerCreateInfo info = {};
|
||||
@ -736,17 +767,18 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler);
|
||||
VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_DescriptorSetLayout)
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (bd->DescriptorSetLayout)
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_CreateFontSampler(device, allocator);
|
||||
VkSampler sampler[1] = { g_FontSampler };
|
||||
VkSampler sampler[1] = { bd->FontSampler };
|
||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
binding[0].descriptorCount = 1;
|
||||
@ -756,13 +788,14 @@ static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const Vk
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout);
|
||||
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_PipelineLayout)
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (bd->PipelineLayout)
|
||||
return;
|
||||
|
||||
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
|
||||
@ -771,29 +804,30 @@ static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAlloc
|
||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[0].offset = sizeof(float) * 0;
|
||||
push_constants[0].size = sizeof(float) * 4;
|
||||
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
|
||||
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
|
||||
VkPipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout);
|
||||
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = g_ShaderModuleVert;
|
||||
stage[0].module = bd->ShaderModuleVert;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = g_ShaderModuleFrag;
|
||||
stage[1].module = bd->ShaderModuleFrag;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
@ -869,7 +903,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.flags = bd->PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
@ -880,7 +914,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.layout = bd->PipelineLayout;
|
||||
info.renderPass = renderPass;
|
||||
info.subpass = subpass;
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
|
||||
@ -889,10 +923,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (!g_FontSampler)
|
||||
if (!bd->FontSampler)
|
||||
{
|
||||
VkSamplerCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
@ -905,13 +940,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler);
|
||||
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
if (!g_DescriptorSetLayout)
|
||||
if (!bd->DescriptorSetLayout)
|
||||
{
|
||||
VkSampler sampler[1] = {g_FontSampler};
|
||||
VkSampler sampler[1] = {bd->FontSampler};
|
||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
binding[0].descriptorCount = 1;
|
||||
@ -921,7 +956,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout);
|
||||
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
@ -931,64 +966,66 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
||||
alloc_info.descriptorPool = v->DescriptorPool;
|
||||
alloc_info.descriptorSetCount = 1;
|
||||
alloc_info.pSetLayouts = &g_DescriptorSetLayout;
|
||||
err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet);
|
||||
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
|
||||
err = vkAllocateDescriptorSets(v->Device, &alloc_info, &bd->DescriptorSet);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
if (!g_PipelineLayout)
|
||||
if (!bd->PipelineLayout)
|
||||
{
|
||||
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
|
||||
VkPushConstantRange push_constants[1] = {};
|
||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[0].offset = sizeof(float) * 0;
|
||||
push_constants[0].size = sizeof(float) * 4;
|
||||
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
|
||||
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
|
||||
VkPipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout);
|
||||
err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline, g_Subpass);
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyFontUploadObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
if (g_UploadBuffer)
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (bd->UploadBuffer)
|
||||
{
|
||||
vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator);
|
||||
g_UploadBuffer = VK_NULL_HANDLE;
|
||||
vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
|
||||
bd->UploadBuffer = VK_NULL_HANDLE;
|
||||
}
|
||||
if (g_UploadBufferMemory)
|
||||
if (bd->UploadBufferMemory)
|
||||
{
|
||||
vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator);
|
||||
g_UploadBufferMemory = VK_NULL_HANDLE;
|
||||
vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
|
||||
bd->UploadBufferMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
||||
if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = 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; }
|
||||
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
|
||||
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
|
||||
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
|
||||
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
|
||||
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
|
||||
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
|
||||
@ -1016,8 +1053,12 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
{
|
||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_CreateBackendData();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
@ -1031,9 +1072,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
IM_ASSERT(render_pass != VK_NULL_HANDLE);
|
||||
|
||||
g_VulkanInitInfo = *info;
|
||||
g_RenderPass = render_pass;
|
||||
g_Subpass = info->Subpass;
|
||||
bd->VulkanInitInfo = *info;
|
||||
bd->RenderPass = render_pass;
|
||||
bd->Subpass = info->Subpass;
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
@ -1060,6 +1101,11 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
|
||||
// Clean up windows
|
||||
ImGui_ImplVulkan_ShutdownPlatformInterface();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplVulkan_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
@ -1068,17 +1114,18 @@ void ImGui_ImplVulkan_NewFrame()
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(min_image_count >= 2);
|
||||
if (g_VulkanInitInfo.MinImageCount == min_image_count)
|
||||
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
|
||||
return;
|
||||
|
||||
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err = vkDeviceWaitIdle(v->Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
|
||||
g_VulkanInitInfo.MinImageCount = min_image_count;
|
||||
bd->VulkanInitInfo.MinImageCount = min_image_count;
|
||||
}
|
||||
|
||||
|
||||
@ -1348,7 +1395,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
|
||||
// We do not create a pipeline by default as this is also used by examples' main.cpp,
|
||||
// but secondary viewport in multi-viewport mode may want to create one with:
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_Subpass);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
@ -1406,7 +1453,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
||||
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);
|
||||
//vkQueueWaitIdle(bd->Queue);
|
||||
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
@ -1481,10 +1528,11 @@ void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const V
|
||||
|
||||
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGuiViewportDataVulkan* data = IM_NEW(ImGuiViewportDataVulkan)();
|
||||
viewport->RendererUserData = data;
|
||||
ImGui_ImplVulkanH_Window* wd = &data->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
// Create surface
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
@ -1520,9 +1568,10 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (data->WindowOwned)
|
||||
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator);
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &data->RenderBuffers, v->Allocator);
|
||||
@ -1533,19 +1582,21 @@ static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
|
||||
if (data == NULL) // This is NULL for the main viewport (which is left to the user/app to handle)
|
||||
return;
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
data->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &data->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
|
||||
ImGui_ImplVulkanH_Window* wd = &data->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
@ -1616,9 +1667,10 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
|
||||
static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
|
||||
ImGui_ImplVulkanH_Window* wd = &data->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
VkResult err;
|
||||
uint32_t present_index = wd->FrameIndex;
|
||||
|
@ -35,6 +35,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-08: Fix ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
|
||||
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
|
||||
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
|
||||
@ -65,47 +66,76 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
|
||||
|
||||
// Win32 Data
|
||||
static HWND g_hWnd = NULL;
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
static bool g_HasGamepad = false;
|
||||
static bool g_WantUpdateHasGamepad = true;
|
||||
static bool g_WantUpdateMonitors = true;
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplWin32_InitPlatformInterface();
|
||||
static void ImGui_ImplWin32_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
// XInput DLL and functions
|
||||
// Win32
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
bool HasGamepad;
|
||||
bool WantUpdateHasGamepad;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
static HMODULE g_XInputDLL = NULL;
|
||||
static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
|
||||
static PFN_XInputGetState g_XInputGetState = NULL;
|
||||
HMODULE XInputDLL;
|
||||
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||
PFN_XInputGetState XInputGetState;
|
||||
#endif
|
||||
|
||||
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
#if 1
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplWin32_Data* g_Data;
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; }
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
|
||||
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
#else
|
||||
// FIXME: mouse cursor is a shared resource.
|
||||
// FIXME: facilitate calling ImGui_ImplWin32_WndProcHandler() handler and letting us do the right dispatch
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); }
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); }
|
||||
#endif
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||
return false;
|
||||
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData();
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
bd->WantUpdateMonitors = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
g_hWnd = (HWND)hwnd;
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplWin32_InitPlatformInterface();
|
||||
|
||||
@ -146,9 +176,9 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
||||
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
||||
{
|
||||
g_XInputDLL = dll;
|
||||
g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
||||
g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
||||
bd->XInputDLL = dll;
|
||||
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
||||
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
||||
break;
|
||||
}
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@ -158,23 +188,19 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGui_ImplWin32_ShutdownPlatformInterface();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (g_XInputDLL)
|
||||
::FreeLibrary(g_XInputDLL);
|
||||
g_XInputDLL = NULL;
|
||||
g_XInputGetCapabilities = NULL;
|
||||
g_XInputGetState = NULL;
|
||||
if (bd->XInputDLL)
|
||||
::FreeLibrary(bd->XInputDLL);
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
g_hWnd = NULL;
|
||||
g_Time = 0;
|
||||
g_TicksPerSecond = 0;
|
||||
g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
g_HasGamepad = false;
|
||||
g_WantUpdateHasGamepad = true;
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplWin32_DestroyBackendData();
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
@ -215,7 +241,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
static void ImGui_ImplWin32_UpdateMousePos()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(g_hWnd != 0);
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
// (When multi-viewports are enabled, all imgui positions are same as OS positions)
|
||||
@ -223,7 +250,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
|
||||
::ClientToScreen(g_hWnd, &pos);
|
||||
::ClientToScreen(bd->hWnd, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
@ -236,8 +263,8 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
return;
|
||||
if (HWND focused_hwnd = ::GetForegroundWindow())
|
||||
{
|
||||
if (::IsChild(focused_hwnd, g_hWnd))
|
||||
focused_hwnd = g_hWnd;
|
||||
if (::IsChild(focused_hwnd, bd->hWnd))
|
||||
focused_hwnd = bd->hWnd;
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
@ -249,7 +276,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.)
|
||||
// This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
|
||||
if (focused_hwnd == g_hWnd)
|
||||
if (focused_hwnd == bd->hWnd)
|
||||
{
|
||||
POINT mouse_client_pos = mouse_screen_pos;
|
||||
::ScreenToClient(focused_hwnd, &mouse_client_pos);
|
||||
@ -275,22 +302,23 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
{
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (g_WantUpdateHasGamepad)
|
||||
if (bd->WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps;
|
||||
g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||
g_WantUpdateHasGamepad = false;
|
||||
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||
bd->WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
XINPUT_STATE xinput_state;
|
||||
if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
@ -341,28 +369,29 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMonitors()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGui::GetPlatformIO().Monitors.resize(0);
|
||||
::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
|
||||
g_WantUpdateMonitors = false;
|
||||
bd->WantUpdateMonitors = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
::GetClientRect(g_hWnd, &rect);
|
||||
::GetClientRect(bd->hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
if (g_WantUpdateMonitors)
|
||||
if (bd->WantUpdateMonitors)
|
||||
ImGui_ImplWin32_UpdateMonitors();
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time = 0;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
||||
bd->Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
@ -376,9 +405,9 @@ void ImGui_ImplWin32_NewFrame()
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (g_LastMouseCursor != mouse_cursor)
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
g_LastMouseCursor = mouse_cursor;
|
||||
bd->LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
@ -412,6 +441,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
@ -474,10 +505,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
g_WantUpdateHasGamepad = true;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
return 0;
|
||||
case WM_DISPLAYCHANGE:
|
||||
g_WantUpdateMonitors = true;
|
||||
bd->WantUpdateMonitors = true;
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
@ -544,7 +575,8 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
|
||||
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||
{
|
||||
// Make sure monitors will be updated with latest correct scaling
|
||||
g_WantUpdateMonitors = true;
|
||||
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
if (_IsWindows10OrGreater())
|
||||
{
|
||||
@ -694,13 +726,14 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
|
||||
{
|
||||
if (::GetCapture() == data->Hwnd)
|
||||
{
|
||||
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
|
||||
::ReleaseCapture();
|
||||
::SetCapture(g_hWnd);
|
||||
::SetCapture(bd->hWnd);
|
||||
}
|
||||
if (data->Hwnd && data->HwndOwned)
|
||||
::DestroyWindow(data->Hwnd);
|
||||
@ -942,11 +975,12 @@ static void ImGui_ImplWin32_InitPlatformInterface()
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
|
||||
data->Hwnd = g_hWnd;
|
||||
data->Hwnd = bd->hWnd;
|
||||
data->HwndOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
main_viewport->PlatformHandle = (void*)g_hWnd;
|
||||
main_viewport->PlatformHandle = (void*)bd->hWnd;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ShutdownPlatformInterface()
|
||||
|
@ -117,17 +117,26 @@ Other Changes:
|
||||
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
|
||||
- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
|
||||
- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
|
||||
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
|
||||
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
|
||||
- Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
|
||||
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
|
||||
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
|
||||
implying that the file is required.
|
||||
- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull data
|
||||
from a single structure to facilitate usage with multiple-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
|
||||
- Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191)
|
||||
- ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
|
||||
- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
|
||||
- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
|
||||
- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
|
||||
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
|
||||
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
|
||||
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
|
||||
- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
|
||||
- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
|
||||
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
|
||||
Other OSX examples were not affected. (#4253, #1873) [@rokups]
|
||||
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
|
||||
- Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
|
||||
|
||||
|
@ -15,26 +15,28 @@
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
@interface ViewController : NSViewController
|
||||
@interface AppViewController : NSViewController
|
||||
@end
|
||||
#else
|
||||
@interface ViewController : UIViewController
|
||||
@interface AppViewController : UIViewController
|
||||
@end
|
||||
#endif
|
||||
|
||||
@interface ViewController () <MTKViewDelegate>
|
||||
@interface AppViewController () <MTKViewDelegate>
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
@implementation ViewController
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppViewController
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
@implementation AppViewController
|
||||
|
||||
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
{
|
||||
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
|
||||
|
||||
@ -80,17 +82,17 @@
|
||||
return self;
|
||||
}
|
||||
|
||||
- (MTKView *)mtkView
|
||||
-(MTKView *)mtkView
|
||||
{
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
- (void)loadView
|
||||
-(void)loadView
|
||||
{
|
||||
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
|
||||
}
|
||||
|
||||
- (void)viewDidLoad
|
||||
-(void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
@ -110,7 +112,7 @@
|
||||
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream.
|
||||
// To match the behavior of other backends, we pass every event down to the OS.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
@ -122,53 +124,120 @@
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma mark - Interaction
|
||||
-(void)drawInMTKView:(MTKView*)view
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
io.DisplaySize.y = view.bounds.size.height;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
|
||||
#else
|
||||
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor == nil)
|
||||
{
|
||||
[commandBuffer commit];
|
||||
return;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 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);
|
||||
|
||||
// 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();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
// Present
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)mouseMoved:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
// Other events are registered via addLocalMonitorForEventsMatchingMask()
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
|
||||
|
||||
#else
|
||||
|
||||
@ -177,7 +246,7 @@
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
- (void)updateIOWithTouchEvent:(UIEvent *)event
|
||||
-(void)updateIOWithTouchEvent:(UIEvent *)event
|
||||
{
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
@ -196,127 +265,18 @@
|
||||
io.MouseDown[0] = hasActiveTouch;
|
||||
}
|
||||
|
||||
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
|
||||
{
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
|
||||
#endif
|
||||
|
||||
#pragma mark - MTKViewDelegate
|
||||
|
||||
- (void)drawInMTKView:(MTKView*)view
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
io.DisplaySize.y = view.bounds.size.height;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
|
||||
#else
|
||||
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
// 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 float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
|
||||
// Here, you could do additional rendering work, including other passes as necessary.
|
||||
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
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();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - Application Delegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
@ -326,11 +286,16 @@
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (instancetype)init
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(instancetype)init
|
||||
{
|
||||
if (self = [super init])
|
||||
{
|
||||
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
|
||||
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
|
||||
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
|
||||
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
|
||||
backing:NSBackingStoreBuffered
|
||||
@ -343,11 +308,6 @@
|
||||
return self;
|
||||
}
|
||||
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#else
|
||||
@ -358,10 +318,10 @@
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (BOOL)application:(UIApplication *)application
|
||||
-(BOOL)application:(UIApplication *)application
|
||||
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
||||
{
|
||||
UIViewController *rootViewController = [[ViewController alloc] init];
|
||||
UIViewController *rootViewController = [[AppViewController alloc] init];
|
||||
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
||||
self.window.rootViewController = rootViewController;
|
||||
[self.window makeKeyAndVisible];
|
||||
@ -372,7 +332,9 @@
|
||||
|
||||
#endif
|
||||
|
||||
#pragma mark - main()
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
|
@ -2,30 +2,25 @@
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../../backends/imgui_impl_osx.h"
|
||||
#include "../../backends/imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleView
|
||||
// AppView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleView : NSOpenGLView
|
||||
@interface AppView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleView
|
||||
|
||||
-(void)animationTimerFired:(NSTimer*)timer
|
||||
{
|
||||
[self setNeedsDisplay:YES];
|
||||
}
|
||||
@implementation AppView
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
@ -39,11 +34,55 @@
|
||||
#endif
|
||||
}
|
||||
|
||||
-(void)initialize
|
||||
{
|
||||
// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
|
||||
// This monitor taps into global event stream and captures these events.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self);
|
||||
return event;
|
||||
}];
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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 'docs/FONTS.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);
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
@ -88,18 +127,18 @@
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
@ -108,41 +147,20 @@
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape
|
||||
{
|
||||
[[self openGLContext] update];
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
|
||||
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
|
||||
-(BOOL)acceptsFirstResponder { return (YES); }
|
||||
-(BOOL)becomeFirstResponder { return (YES); }
|
||||
-(BOOL)resignFirstResponder { return (YES); }
|
||||
-(void)dealloc { animationTimer = nil; }
|
||||
|
||||
-(void)drawRect:(NSRect)bounds
|
||||
{
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(BOOL)acceptsFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)becomeFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)resignFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
}
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
// Other events are registered via addLocalMonitorForEventsMatchingMask()
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
@ -150,24 +168,24 @@
|
||||
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleAppDelegate
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleAppDelegate
|
||||
@implementation AppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
@ -193,7 +211,7 @@
|
||||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
@ -217,11 +235,11 @@
|
||||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
@ -232,7 +250,7 @@
|
||||
};
|
||||
|
||||
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
|
||||
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
format = nil;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
@ -243,49 +261,23 @@
|
||||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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 'docs/FONTS.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);
|
||||
[view initialize];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
AppDelegate* delegate = [[AppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
@ -2827,7 +2827,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
|
||||
int ellipsis_char_count = 1;
|
||||
if (ellipsis_char == (ImWchar)-1)
|
||||
{
|
||||
ellipsis_char = (ImWchar)'.';
|
||||
ellipsis_char = font->DotChar;
|
||||
ellipsis_char_count = 3;
|
||||
}
|
||||
const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
|
||||
@ -4698,6 +4698,9 @@ void ImGui::EndFrame()
|
||||
CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
|
||||
}
|
||||
|
||||
// Prepare the data for rendering so you can call GetDrawData()
|
||||
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
|
||||
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
|
||||
void ImGui::Render()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7760,8 +7763,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
||||
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
|
||||
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
|
||||
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||
IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
|
||||
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
||||
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
|
||||
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
|
||||
|
33
imgui.h
33
imgui.h
@ -352,7 +352,8 @@ namespace ImGui
|
||||
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
|
||||
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
|
||||
|
||||
// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
|
||||
// Window manipulation
|
||||
// - 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. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
|
||||
@ -365,7 +366,7 @@ namespace ImGui
|
||||
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
|
||||
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
|
||||
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
|
||||
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
|
||||
IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
|
||||
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
|
||||
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
|
||||
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
|
||||
@ -415,6 +416,7 @@ namespace ImGui
|
||||
IMGUI_API void PopTextWrapPos();
|
||||
|
||||
// Style read access
|
||||
// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
|
||||
IMGUI_API ImFont* GetFont(); // get current font
|
||||
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
|
||||
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
|
||||
@ -455,11 +457,15 @@ namespace ImGui
|
||||
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
|
||||
|
||||
// ID stack/scopes
|
||||
// - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
|
||||
// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
|
||||
// - The resulting ID are hashes of the entire stack.
|
||||
// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
|
||||
// - Those questions are answered and impacted by understanding of the ID stack system:
|
||||
// - "Q: Why is my widget not reacting when I click on it?"
|
||||
// - "Q: How can I have widgets with an empty label?"
|
||||
// - "Q: How can I have multiple widgets with the same label?"
|
||||
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
|
||||
// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
|
||||
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
|
||||
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
|
||||
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
|
||||
// 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).
|
||||
@ -664,12 +670,14 @@ namespace ImGui
|
||||
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
|
||||
// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
|
||||
// This is sometimes leading to confusing mistakes. May rework this in the future.
|
||||
|
||||
// Popups: begin/end functions
|
||||
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
|
||||
// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
|
||||
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
|
||||
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
|
||||
|
||||
// Popups: open/close functions
|
||||
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
|
||||
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||
@ -681,6 +689,7 @@ namespace ImGui
|
||||
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
|
||||
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
|
||||
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
|
||||
|
||||
// Popups: open+begin combined functions helpers
|
||||
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
|
||||
// - They are convenient to easily create context menus, hence the name.
|
||||
@ -689,6 +698,7 @@ namespace ImGui
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
|
||||
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
|
||||
|
||||
// Popups: query functions
|
||||
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
|
||||
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
|
||||
@ -725,6 +735,7 @@ namespace ImGui
|
||||
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
|
||||
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
|
||||
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
|
||||
|
||||
// Tables: Headers & Columns declaration
|
||||
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
|
||||
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
|
||||
@ -737,6 +748,7 @@ namespace ImGui
|
||||
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
|
||||
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
|
||||
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
|
||||
|
||||
// Tables: Sorting
|
||||
// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
|
||||
// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
|
||||
@ -744,6 +756,7 @@ namespace ImGui
|
||||
// wastefully sort your data every frame!
|
||||
// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
|
||||
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
|
||||
|
||||
// Tables: Miscellaneous functions
|
||||
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
|
||||
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
|
||||
@ -754,7 +767,7 @@ namespace ImGui
|
||||
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
|
||||
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
|
||||
|
||||
// Legacy Columns API (2020: prefer using Tables!)
|
||||
// Legacy Columns API (prefer using Tables!)
|
||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
@ -2814,8 +2827,9 @@ struct ImFont
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
|
||||
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
|
||||
ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
|
||||
ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
|
||||
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
|
||||
ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
|
||||
ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
|
||||
bool DirtyLookupTables; // 1 // out //
|
||||
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
|
||||
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
@ -2845,7 +2859,6 @@ struct ImFont
|
||||
IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
||||
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
|
||||
};
|
||||
|
||||
|
@ -2039,11 +2039,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
|
||||
{
|
||||
// Build atlas on demand
|
||||
if (TexPixelsAlpha8 == NULL)
|
||||
{
|
||||
if (ConfigData.empty())
|
||||
AddFontDefault();
|
||||
Build();
|
||||
}
|
||||
|
||||
*out_pixels = TexPixelsAlpha8;
|
||||
if (out_width) *out_width = TexWidth;
|
||||
@ -2264,6 +2260,10 @@ bool ImFontAtlas::Build()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
|
||||
// Default font is none are specified
|
||||
if (ConfigData.Size == 0)
|
||||
AddFontDefault();
|
||||
|
||||
// Select builder
|
||||
// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
|
||||
// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
|
||||
@ -2801,23 +2801,6 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
if (atlas->Fonts[i]->DirtyLookupTables)
|
||||
atlas->Fonts[i]->BuildLookupTable();
|
||||
|
||||
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
|
||||
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
|
||||
// FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
|
||||
for (int i = 0; i < atlas->Fonts.size(); i++)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
if (font->EllipsisChar != (ImWchar)-1)
|
||||
continue;
|
||||
const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
|
||||
for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
|
||||
if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
|
||||
{
|
||||
font->EllipsisChar = ellipsis_variants[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Retrieve list of range (2 int per range, values are inclusive)
|
||||
@ -2838,6 +2821,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3131, 0x3163, // Korean alphabets
|
||||
0xAC00, 0xD7A3, // Korean characters
|
||||
0xFFFD, 0xFFFD, // Invalid
|
||||
0,
|
||||
};
|
||||
return &ranges[0];
|
||||
@ -2852,6 +2836,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFFFD, 0xFFFD, // Invalid
|
||||
0x4e00, 0x9FAF, // CJK Ideograms
|
||||
0,
|
||||
};
|
||||
@ -2928,7 +2913,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFFFD, 0xFFFD // Invalid
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -3017,7 +3003,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFFFD, 0xFFFD // Invalid
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -3116,8 +3103,9 @@ ImFont::ImFont()
|
||||
{
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
FallbackChar = (ImWchar)-1;
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
DotChar = (ImWchar)-1;
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
ConfigData = NULL;
|
||||
@ -3148,6 +3136,14 @@ void ImFont::ClearOutputData()
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
|
||||
{
|
||||
for (int n = 0; n < candidate_chars_count; n++)
|
||||
if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
|
||||
return candidate_chars[n];
|
||||
return (ImWchar)-1;
|
||||
}
|
||||
|
||||
void ImFont::BuildLookupTable()
|
||||
{
|
||||
int max_codepoint = 0;
|
||||
@ -3190,9 +3186,31 @@ void ImFont::BuildLookupTable()
|
||||
SetGlyphVisible((ImWchar)' ', false);
|
||||
SetGlyphVisible((ImWchar)'\t', false);
|
||||
|
||||
// Setup fall-backs
|
||||
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
|
||||
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
|
||||
// FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
|
||||
const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
|
||||
const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
|
||||
if (EllipsisChar == (ImWchar)-1)
|
||||
EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
|
||||
if (DotChar == (ImWchar)-1)
|
||||
DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
|
||||
|
||||
// Setup fallback character
|
||||
const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
|
||||
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
|
||||
FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
|
||||
if (FallbackGlyph == NULL)
|
||||
{
|
||||
FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
|
||||
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
|
||||
if (FallbackGlyph == NULL)
|
||||
{
|
||||
FallbackGlyph = &Glyphs.back();
|
||||
FallbackChar = FallbackGlyph->Codepoint;
|
||||
}
|
||||
}
|
||||
|
||||
FallbackAdvanceX = FallbackGlyph->AdvanceX;
|
||||
for (int i = 0; i < max_codepoint + 1; i++)
|
||||
if (IndexAdvanceX[i] < 0.0f)
|
||||
IndexAdvanceX[i] = FallbackAdvanceX;
|
||||
@ -3217,12 +3235,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible)
|
||||
glyph->Visible = visible ? 1 : 0;
|
||||
}
|
||||
|
||||
void ImFont::SetFallbackChar(ImWchar c)
|
||||
{
|
||||
FallbackChar = c;
|
||||
BuildLookupTable();
|
||||
}
|
||||
|
||||
void ImFont::GrowIndex(int new_size)
|
||||
{
|
||||
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
|
||||
|
@ -1090,6 +1090,9 @@ struct IMGUI_API ImGuiInputTextState
|
||||
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; }
|
||||
int GetCursorPos() const { return Stb.cursor; }
|
||||
int GetSelectionStart() const { return Stb.select_start; }
|
||||
int GetSelectionEnd() const { return Stb.select_end; }
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user