Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! (#6275)
Better standardized similar checks in other backends.
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@ -490,8 +490,9 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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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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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (ev->type)
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{
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@ -586,7 +587,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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void ImGui_ImplAllegro5_NewFrame()
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{
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
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if (!bd->Texture)
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ImGui_ImplAllegro5_CreateDeviceObjects();
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@ -578,7 +578,7 @@ void ImGui_ImplDX10_Shutdown()
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void ImGui_ImplDX10_NewFrame()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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@ -594,7 +594,7 @@ void ImGui_ImplDX11_Shutdown()
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void ImGui_ImplDX11_NewFrame()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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@ -750,7 +750,7 @@ void ImGui_ImplDX12_Shutdown()
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void ImGui_ImplDX12_NewFrame()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
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if (!bd->pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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@ -399,7 +399,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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void ImGui_ImplDX9_NewFrame()
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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@ -787,7 +787,7 @@ void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
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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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@ -838,7 +838,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_sel
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{
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IM_ASSERT(canvas_selector != nullptr);
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
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bd->CanvasSelector = canvas_selector;
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
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@ -153,7 +153,7 @@ void ImGui_ImplMetal_Shutdown()
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
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IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
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bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
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if (bd->SharedMetalContext.depthStencilState == nil)
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@ -108,7 +108,7 @@ void ImGui_ImplOpenGL2_Shutdown()
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void ImGui_ImplOpenGL2_NewFrame()
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{
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplOpenGL2_CreateDeviceObjects();
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@ -396,7 +396,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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void ImGui_ImplOpenGL3_NewFrame()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
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if (!bd->ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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@ -600,6 +600,7 @@ static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
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void ImGui_ImplOSX_NewFrame(NSView* view)
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{
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ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size
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@ -306,8 +306,9 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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@ -704,7 +705,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
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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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@ -269,8 +269,9 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
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bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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@ -629,36 +630,36 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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// Update gamepad inputs
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const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
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ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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}
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void ImGui_ImplSDL3_NewFrame()
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
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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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@ -104,7 +104,7 @@ static void ImGui_ImplSDLRenderer2_SetupRenderState()
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void ImGui_ImplSDLRenderer2_NewFrame()
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{
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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@ -100,7 +100,7 @@ static void ImGui_ImplSDLRenderer3_SetupRenderState()
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void ImGui_ImplSDLRenderer3_NewFrame()
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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@ -1133,7 +1133,7 @@ void ImGui_ImplVulkan_Shutdown()
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void ImGui_ImplVulkan_NewFrame()
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{
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ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
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if (!bd->FontDescriptorSet)
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ImGui_ImplVulkan_CreateFontsTexture();
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@ -21,6 +21,7 @@
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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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// 2024-05-07: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with no active context! If you don't always have an active context, check that ImGui::GetCurrentContext() != nullptr before calling this.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
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// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
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@ -382,9 +383,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
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IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
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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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RECT rect = { 0, 0, 0, 0 };
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@ -580,11 +581,12 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui::GetCurrentContext() == nullptr)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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// Before 2024-05-07 we were silently returning if ImGui::GetCurrentContext() == nullptr,
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// which was inconsistent with other backends. Make sure you call this after initializing the imgui context,
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// other add an 'if (ImGui::GetCurrentContext() != NULL)` check before calling ImGui_ImplWin32_WndProcHandler().
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplWin32_Init()?");
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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@ -70,15 +70,18 @@ Other changes:
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duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC]
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- TreeNode: Added ImGuiTreeNodeFlags_SpanTextWidth to make hitbox and highlight only
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cover the label. (#6937) [@dimateos]
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- ProgressBar: Added support for indeterminate progress bar by passing an animated
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negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
|
||||
- Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
|
||||
- Tables: Angled headers: added style.TableAngledHeadersTextAlign and corresponding
|
||||
ImGuiStyleVar_TableAngledHeadersTextAlign variable. Default to horizontal center. (#6917)
|
||||
[@thedmd, @ocornut]
|
||||
- ProgressBar: Added support for indeterminate progress bar by passing an animated
|
||||
negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
|
||||
- Text, DrawList: Improved handling of long single-line wrapped text. Faster and
|
||||
mitigitate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
|
||||
- Backends: OpenGL: Detect ES3 contexts on desktop based on version string,
|
||||
- Backends: Win32: Removed silent return when calling ImGui_ImplWin32_WndProcHandler() with
|
||||
no active context! If you don't always have an active context, you can check that
|
||||
ImGui::GetCurrentContext() != nullptr before calling ImGui_ImplWin32_WndProcHandler(). (#6275)
|
||||
- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string,
|
||||
to e.g. avoid calling glPolygonMode() on them. (#7447) [@afraidofdark, @ocornut]
|
||||
- Backends: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define.
|
||||
(you could always use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + ImGui_ImplVulkan_LoadFunctions() as well).
|
||||
|
Loading…
Reference in New Issue
Block a user