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mirror of https://github.com/wolfpld/tracy.git synced 2025-03-20 07:40:02 +08:00

Update ImGui to 1.89.9 + docking.

This commit is contained in:
Bartosz Taudul
2023-10-09 23:30:57 +02:00
parent a762cc0013
commit 009cc92320
15 changed files with 2344 additions and 1325 deletions
+22 -11
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@@ -22,6 +22,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
@@ -32,7 +34,7 @@
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
@@ -69,6 +71,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h"
// Clang warnings with -Weverything
@@ -102,7 +105,11 @@
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
#define GLFW_HAS_VULKAN (0)
#else
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
#endif
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
@@ -414,8 +421,6 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorPos(window, x, y);
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@@ -436,8 +441,6 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorEnter(window, entered);
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiIO& io = ImGui::GetIO();
if (entered)
@@ -713,6 +716,7 @@ void ImGui_ImplGlfw_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
@@ -722,11 +726,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return;
}
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
@@ -876,10 +875,14 @@ static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
bd->WantUpdateMonitors = false;
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
return;
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
@@ -905,6 +908,7 @@ static void ImGui_ImplGlfw_UpdateMonitors()
glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
monitor.DpiScale = x_scale;
#endif
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
platform_io.Monitors.push_back(monitor);
}
}
@@ -927,7 +931,10 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateMonitors();
// Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
double current_time = glfwGetTime();
if (current_time <= bd->Time)
current_time = bd->Time + 0.00001f;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
@@ -1275,6 +1282,10 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
+3
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@@ -21,6 +21,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
@@ -50,3 +51,5 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
#endif // #ifndef IMGUI_DISABLE
+54 -16
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@@ -8,6 +8,11 @@
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
@@ -16,6 +21,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
@@ -98,13 +106,10 @@
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
@@ -177,8 +182,8 @@
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
@@ -206,6 +211,10 @@ struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsES2;
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
@@ -278,7 +287,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
@@ -290,6 +304,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK)
if (bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
/*
@@ -300,12 +323,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->UseBufferSubData = true;
#endif
*/
#else
bd->GlVersion = 200; // GLES 2
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@@ -366,6 +387,7 @@ void ImGui_ImplOpenGL3_Shutdown()
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
@@ -431,8 +453,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
@@ -470,7 +492,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
@@ -597,7 +619,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
@@ -623,8 +645,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
{
// Yeah, not doing GL headers regen for this shit
//glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
//glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
}
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
@@ -937,9 +971,13 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE
+8
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@@ -8,6 +8,11 @@
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
@@ -20,6 +25,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
@@ -54,3 +60,5 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#endif
#endif
#endif // #ifndef IMGUI_DISABLE