Merge branch 'ocornut:master' into sdl2_cpu
This commit is contained in:
@@ -524,7 +524,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
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if (bd->VertexDecl)
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{
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al_destroy_vertex_decl(bd->VertexDecl);
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bd->VertexDecl = NULL;
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bd->VertexDecl = nullptr;
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}
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if (bd->Display && !bd->VertexDecl)
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@@ -38,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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@@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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@@ -34,7 +34,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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@@ -875,7 +875,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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init_info = &bd->InitInfo;
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bd->pd3dDevice = init_info->Device;
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IM_ASSERT(init_info->CommandQueue != NULL);
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IM_ASSERT(init_info->CommandQueue != nullptr);
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bd->pCommandQueue = init_info->CommandQueue;
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bd->RTVFormat = init_info->RTVFormat;
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bd->DSVFormat = init_info->DSVFormat;
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@@ -64,7 +64,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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@@ -31,7 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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@@ -11,8 +11,8 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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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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// 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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@@ -156,13 +156,13 @@
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// We gather version tests as define in order to easily see which features are version-dependent.
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#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
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#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
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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_COMBINED >= 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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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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@@ -251,10 +251,10 @@ static bool ImGui_ImplGlfw_IsWayland()
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return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
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#else
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const char* version = glfwGetVersionString();
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if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
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if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
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return false;
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#ifdef GLFW_EXPOSE_NATIVE_X11
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if (glfwGetX11Display() != NULL)
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if (glfwGetX11Display() != nullptr)
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return false;
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#endif
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return true;
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@@ -11,8 +11,8 @@
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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||||
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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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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// 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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@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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@@ -67,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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@@ -19,7 +19,7 @@
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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// 2025-02-03: Metal: Crash fix. (#8367)
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// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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@@ -37,7 +37,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
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#endif // #ifndef IMGUI_DISABLE
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@@ -41,7 +41,7 @@
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// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
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// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
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// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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@@ -291,7 +291,8 @@ struct ImGui_ImplOpenGL3_VtxAttribState
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bool ImGui_ImplOpenGL3_InitLoader();
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bool ImGui_ImplOpenGL3_InitLoader()
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{
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// Initialize our loader
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// Lazily initialize our loader if not already done
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// (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points)
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#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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if (glGetIntegerv == nullptr && imgl3wInit() != 0)
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{
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@@ -302,6 +303,13 @@ bool ImGui_ImplOpenGL3_InitLoader()
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return true;
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}
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static void ImGui_ImplOpenGL3_ShutdownLoader()
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{
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#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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imgl3wShutdown();
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#endif
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}
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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@@ -433,9 +441,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
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imgl3wShutdown();
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#endif
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ImGui_ImplOpenGL3_ShutdownLoader();
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}
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void ImGui_ImplOpenGL3_NewFrame()
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@@ -443,8 +449,7 @@ void ImGui_ImplOpenGL3_NewFrame()
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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ImGui_ImplOpenGL3_InitLoader();
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if (!bd->ShaderHandle)
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if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
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IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
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@@ -535,7 +540,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (fb_width <= 0 || fb_height <= 0)
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return;
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ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
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ImGui_ImplOpenGL3_InitLoader();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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@@ -838,6 +843,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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ImGui_ImplOpenGL3_InitLoader();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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// Backup GL state
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@@ -1036,6 +1042,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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ImGui_ImplOpenGL3_InitLoader();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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@@ -40,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
|
||||
@@ -148,9 +148,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
NSWindow* window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
{
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
@@ -629,9 +631,9 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
// Setup display size
|
||||
if (view)
|
||||
{
|
||||
const float dpi = (float)[view.window backingScaleFactor];
|
||||
const float fb_scale = (float)[view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale);
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
|
||||
@@ -140,7 +141,7 @@
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
@@ -178,7 +179,10 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
if (SDL_HasClipboardText())
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
else
|
||||
bd->ClipboardTextData = nullptr;
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
@@ -368,7 +372,6 @@ static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// 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.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -462,7 +465,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
@@ -487,6 +490,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
// Obtain compiled and runtime versions
|
||||
SDL_version ver_compiled;
|
||||
@@ -680,7 +684,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
||||
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
|
||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// 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)
|
||||
int mouse_x, mouse_y;
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
|
||||
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
|
||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||
@@ -151,7 +152,10 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
if (SDL_HasClipboardText())
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
else
|
||||
bd->ClipboardTextData = nullptr;
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
@@ -187,7 +191,7 @@ static void ImGui_ImplSDL3_UpdateIme()
|
||||
SDL_StopTextInput(bd->ImeWindow);
|
||||
bd->ImeWindow = nullptr;
|
||||
}
|
||||
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL))
|
||||
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
|
||||
return;
|
||||
|
||||
// Start/update current input
|
||||
@@ -372,7 +376,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// 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.
|
||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -495,6 +498,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
const int ver_linked = SDL_GetVersion();
|
||||
|
||||
@@ -555,22 +559,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
|
||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
@@ -663,7 +663,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
|
||||
SDL_Window* hovered_window = SDL_GetMouseFocus();
|
||||
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
|
||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// 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)
|
||||
float mouse_x, mouse_y;
|
||||
|
||||
@@ -48,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -27,11 +27,13 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-11-24: Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784)
|
||||
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163)
|
||||
// 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152)
|
||||
// 2025-11-24: [Helpers] Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784)
|
||||
// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008)
|
||||
// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo.
|
||||
// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users.
|
||||
// 2025-09-26: *BREAKING CHANGE*: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0.
|
||||
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0.
|
||||
// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
|
||||
@@ -45,8 +47,8 @@
|
||||
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
||||
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
||||
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
|
||||
// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
||||
// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
||||
// 2025-01-06: [Helpers] Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
||||
// 2024-12-11: [Helpers] Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
||||
// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
|
||||
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -54,7 +56,7 @@
|
||||
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
||||
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
||||
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
// 2024-01-19: [Helpers] Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
|
||||
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
|
||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
@@ -82,16 +84,16 @@
|
||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||
// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
// 2019-04-04: [Helpers] Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
||||
// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
|
||||
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-08-25: [Helpers] Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
|
||||
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||
// 2018-03-03: [Helpers] Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||
// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
@@ -260,7 +262,7 @@ struct ImGui_ImplVulkan_Data
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkPipeline Pipeline;
|
||||
VkPipeline Pipeline; // pipeline for main render pass (created by app)
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
@@ -1154,7 +1156,7 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pi
|
||||
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
|
||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL)
|
||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr)
|
||||
{
|
||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||
ImVector<VkFormat> formats;
|
||||
@@ -1685,15 +1687,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
// Create the Render Pass
|
||||
if (wd->UseDynamicRendering == false)
|
||||
{
|
||||
VkAttachmentDescription attachment = {};
|
||||
attachment.format = wd->SurfaceFormat.format;
|
||||
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
VkAttachmentDescription attachment = wd->AttachmentDesc;
|
||||
if (attachment.format == VK_FORMAT_UNDEFINED)
|
||||
attachment.format = wd->SurfaceFormat.format;
|
||||
VkAttachmentReference color_attachment = {};
|
||||
color_attachment.attachment = 0;
|
||||
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
@@ -1772,7 +1768,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
||||
{
|
||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||
(void)instance;
|
||||
IM_ASSERT(wd->Surface != VK_NULL_HANDLE);
|
||||
IM_UNUSED(instance);
|
||||
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage);
|
||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||
|
||||
@@ -1855,6 +1853,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_UNUSED(instance);
|
||||
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
|
||||
//vkQueueWaitIdle(bd->Queue);
|
||||
|
||||
@@ -1867,9 +1866,11 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
||||
|
||||
*wd = ImGui_ImplVulkanH_Window();
|
||||
wd->RenderPass = VK_NULL_HANDLE;
|
||||
wd->Swapchain = VK_NULL_HANDLE;
|
||||
wd->Width = wd->Height = 0;
|
||||
wd->FrameIndex = wd->ImageCount = wd->SemaphoreCount = wd->SemaphoreIndex = 0;
|
||||
//vkDestroySurfaceKHR(instance, wd->Surface, allocator); // v1.92.6 (~2026-01-16): because wd->Surface is user provided we don't attempt to destroy it ourself.
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
|
||||
|
||||
@@ -77,7 +77,6 @@
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo
|
||||
{
|
||||
// For Main and Secondary viewports
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
@@ -143,7 +142,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
|
||||
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
@@ -172,6 +171,7 @@ struct ImGui_ImplVulkan_RenderState
|
||||
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
||||
//
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
@@ -182,8 +182,6 @@ struct ImGui_ImplVulkan_RenderState
|
||||
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
||||
// it is recommended you use your own custom tailored code to do equivalent work.
|
||||
//
|
||||
// We don't provide a strong guarantee that we won't change those functions API.
|
||||
//
|
||||
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
||||
// by the regular ImGui_ImplVulkan_XXX functions.
|
||||
//-------------------------------------------------------------------------
|
||||
@@ -223,29 +221,43 @@ struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkSurfaceKHR Surface;
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
bool UseDynamicRendering;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
// Input
|
||||
bool UseDynamicRendering;
|
||||
VkSurfaceKHR Surface; // Surface created and destroyed by caller.
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
|
||||
VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
|
||||
|
||||
// Internal
|
||||
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImVector<ImGui_ImplVulkanH_Frame> Frames;
|
||||
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
ClearEnable = true;
|
||||
|
||||
// Parameters to create SwapChain
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
|
||||
// Parameters to create RenderPass
|
||||
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
|
||||
AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -1020,15 +1020,18 @@ void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter)
|
||||
#if defined(__APPLE__)
|
||||
// MacOS specific: is necessary to compile with "-x objective-c++" flags
|
||||
// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") )
|
||||
#include <TargetConditionals.h>
|
||||
#if TARGET_OS_OSX
|
||||
#include <Cocoa/Cocoa.h>
|
||||
#include <QuartzCore/CAMetalLayer.h>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
|
||||
{
|
||||
WGPUSurfaceDescriptor surface_descriptor = {};
|
||||
WGPUSurface surface = {};
|
||||
#if defined(__APPLE__)
|
||||
#if defined(__APPLE__) && TARGET_OS_OSX
|
||||
if (strcmp(info->System, "cocoa") == 0)
|
||||
{
|
||||
IM_ASSERT(info->RawWindow != nullptr);
|
||||
@@ -1075,7 +1078,7 @@ WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceI
|
||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||
}
|
||||
#else
|
||||
#error "Unsupported WebGPU native platform!"
|
||||
IM_ASSERT(0 && "Unsupported WebGPU native platform!");
|
||||
#endif
|
||||
return surface;
|
||||
}
|
||||
|
||||
@@ -72,7 +72,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -181,7 +181,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
@@ -650,8 +650,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
return 0;
|
||||
if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
|
||||
::ScreenToClient(hwnd, &mouse_pos);
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user