Backends: Silence overzealous warnings. (#4834) Add comments about SetDragDropPayload() return value. (#4835)
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@ -44,6 +44,16 @@
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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#endif
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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@ -51,11 +61,6 @@
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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@ -398,8 +403,8 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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return;
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0)
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } while (0)
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int axes_count = 0, buttons_count = 0;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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@ -440,7 +445,7 @@ void ImGui_ImplGlfw_NewFrame()
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glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
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// Setup time step
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double current_time = glfwGetTime();
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@ -453,3 +458,7 @@ void ImGui_ImplGlfw_NewFrame()
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// Update game controllers (if enabled and available)
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ImGui_ImplGlfw_UpdateGamepads();
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}
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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@ -96,6 +96,16 @@
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#include <stdint.h> // intptr_t
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#if __has_warning("-Wzero-as-null-pointer-constant")
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#endif
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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@ -464,7 +474,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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continue;
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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@ -791,3 +801,7 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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@ -10622,6 +10622,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
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}
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payload.DataFrameCount = g.FrameCount;
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// Return whether the payload has been accepted
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return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
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}
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2
imgui.h
2
imgui.h
@ -807,7 +807,7 @@ namespace ImGui
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// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
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// - An item can be both drag source and drop target.
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IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
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IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
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IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
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IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
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IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
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