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https://github.com/wolfpld/tracy.git
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Switch imgui to docking branch.
This commit is contained in:
@@ -1,13 +1,14 @@
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// dear imgui: Platform Binding for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@@ -15,6 +16,7 @@
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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@@ -52,7 +54,11 @@
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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_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
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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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#define GLFW_HAS_NEW_CURSORS (0)
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@@ -71,12 +77,19 @@ static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_InstalledCallbacks = false;
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static bool g_WantUpdateMonitors = true;
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
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static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
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static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
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static GLFWkeyfun g_PrevUserCallbackKey = NULL;
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static GLFWcharfun g_PrevUserCallbackChar = NULL;
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static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
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// Forward Declarations
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static void ImGui_ImplGlfw_UpdateMonitors();
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static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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{
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@@ -90,7 +103,7 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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if (g_PrevUserCallbackMousebutton != NULL)
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if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
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g_PrevUserCallbackMousebutton(window, button, action, mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
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@@ -99,7 +112,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
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void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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{
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if (g_PrevUserCallbackScroll != NULL)
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if (g_PrevUserCallbackScroll != NULL && window == g_Window)
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g_PrevUserCallbackScroll(window, xoffset, yoffset);
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ImGuiIO& io = ImGui::GetIO();
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@@ -109,7 +122,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (g_PrevUserCallbackKey != NULL)
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if (g_PrevUserCallbackKey != NULL && window == g_Window)
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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@@ -131,13 +144,18 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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{
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if (g_PrevUserCallbackChar != NULL)
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if (g_PrevUserCallbackChar != NULL && window == g_Window)
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g_PrevUserCallbackChar(window, c);
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ImGuiIO& io = ImGui::GetIO();
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io.AddInputCharacter(c);
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}
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void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
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{
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g_WantUpdateMonitors = true;
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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{
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g_Window = window;
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@@ -147,6 +165,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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#endif
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io.BackendPlatformName = "imgui_impl_glfw";
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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@@ -176,9 +198,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = g_Window;
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#if defined(_WIN32)
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io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
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#endif
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// Create mouse cursors
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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@@ -208,6 +227,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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g_PrevUserCallbackScroll = NULL;
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g_PrevUserCallbackKey = NULL;
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g_PrevUserCallbackChar = NULL;
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g_PrevUserCallbackMonitor = NULL;
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if (install_callbacks)
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{
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g_InstalledCallbacks = true;
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@@ -215,8 +235,22 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
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g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
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g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
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g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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}
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// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
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ImGui_ImplGlfw_UpdateMonitors();
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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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g_ClientApi = client_api;
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return true;
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}
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@@ -233,6 +267,8 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
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void ImGui_ImplGlfw_Shutdown()
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{
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ImGui_ImplGlfw_ShutdownPlatformInterface();
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if (g_InstalledCallbacks)
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{
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glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
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@@ -264,23 +300,58 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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// Update mouse position
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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#ifdef __EMSCRIPTEN__
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const bool focused = true; // Emscripten
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#else
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const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
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#endif
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if (focused)
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io.MouseHoveredViewport = 0;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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if (io.WantSetMousePos)
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ImGuiViewport* viewport = platform_io.Viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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#ifdef __EMSCRIPTEN__
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const bool focused = true;
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IM_ASSERT(platform_io.Viewports.Size == 1);
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#else
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const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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#endif
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if (focused)
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{
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glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
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}
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else
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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if (io.WantSetMousePos)
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{
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glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
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}
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else
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
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int window_x, window_y;
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glfwGetWindowPos(window, &window_x, &window_y);
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io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
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}
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else
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{
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// 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)
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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}
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}
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
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// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
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// - This is _regardless_ of whether another viewport is focused or being dragged from.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
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// rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
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// [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
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// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
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#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
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if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs))
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io.MouseHoveredViewport = viewport->ID;
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#endif
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}
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}
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@@ -291,17 +362,22 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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// Show OS mouse cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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// Show OS mouse cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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}
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@@ -342,6 +418,40 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
|
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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platform_io.Monitors.resize(0);
|
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for (int n = 0; n < monitors_count; n++)
|
||||
{
|
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ImGuiPlatformMonitor monitor;
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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||||
#if GLFW_HAS_MONITOR_WORK_AREA
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monitor.MainPos = ImVec2((float)x, (float)y);
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monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
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int w, h;
|
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glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
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monitor.WorkPos = ImVec2((float)x, (float)y);;
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monitor.WorkSize = ImVec2((float)w, (float)h);
|
||||
#else
|
||||
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
|
||||
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
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#endif
|
||||
#if GLFW_HAS_PER_MONITOR_DPI
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||||
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
|
||||
float x_scale, y_scale;
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glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
|
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monitor.DpiScale = x_scale;
|
||||
#endif
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||||
platform_io.Monitors.push_back(monitor);
|
||||
}
|
||||
g_WantUpdateMonitors = false;
|
||||
}
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||||
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||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
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||||
@@ -355,6 +465,8 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
if (g_WantUpdateMonitors)
|
||||
ImGui_ImplGlfw_UpdateMonitors();
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||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
@@ -367,3 +479,368 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
|
||||
struct ImGuiViewportDataGlfw
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
|
||||
ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
|
||||
};
|
||||
|
||||
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
viewport->PlatformRequestClose = true;
|
||||
}
|
||||
|
||||
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
|
||||
// However: depending on the platform the callback may be invoked at different time:
|
||||
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
|
||||
// - on Linux it is queued and invoked during glfwPollEvents()
|
||||
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
|
||||
// ignore recent glfwSetWindowXXX() calls.
|
||||
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
|
||||
//data->IgnoreWindowPosEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
}
|
||||
viewport->PlatformRequestMove = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
||||
{
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
{
|
||||
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
|
||||
//data->IgnoreWindowSizeEventFrame = -1;
|
||||
if (ignore_event)
|
||||
return;
|
||||
}
|
||||
viewport->PlatformRequestResize = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
viewport->PlatformUserData = data;
|
||||
|
||||
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
|
||||
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
||||
glfwWindowHint(GLFW_VISIBLE, false);
|
||||
glfwWindowHint(GLFW_FOCUSED, false);
|
||||
#if GLFW_HAS_FOCUS_ON_SHOW
|
||||
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
||||
#endif
|
||||
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
||||
#if GLFW_HAS_WINDOW_TOPMOST
|
||||
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
||||
#endif
|
||||
GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
|
||||
data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
|
||||
data->WindowOwned = true;
|
||||
viewport->PlatformHandle = (void*)data->Window;
|
||||
#ifdef _WIN32
|
||||
viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
|
||||
#endif
|
||||
glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
||||
|
||||
// Install GLFW callbacks for secondary viewports
|
||||
glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
|
||||
glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
|
||||
glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
||||
glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
|
||||
glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwSwapInterval(0);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
|
||||
{
|
||||
if (data->WindowOwned)
|
||||
{
|
||||
#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
|
||||
#endif
|
||||
glfwDestroyWindow(data->Window);
|
||||
}
|
||||
data->Window = NULL;
|
||||
IM_DELETE(data);
|
||||
}
|
||||
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
|
||||
}
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
||||
#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
|
||||
static WNDPROC g_GlfwWndProc = NULL;
|
||||
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (msg == WM_NCHITTEST)
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
|
||||
return HTTRANSPARENT;
|
||||
}
|
||||
return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
|
||||
#if defined(_WIN32)
|
||||
// GLFW hack: Hide icon from task bar
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
||||
{
|
||||
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
||||
ex_style &= ~WS_EX_APPWINDOW;
|
||||
ex_style |= WS_EX_TOOLWINDOW;
|
||||
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
||||
}
|
||||
|
||||
// GLFW hack: install hook for WM_NCHITTEST message handler
|
||||
#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32)
|
||||
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
||||
if (g_GlfwWndProc == NULL)
|
||||
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
|
||||
#endif
|
||||
|
||||
#if !GLFW_HAS_FOCUS_ON_SHOW
|
||||
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
|
||||
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
|
||||
// See https://github.com/glfw/glfw/issues/1189
|
||||
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
|
||||
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
||||
{
|
||||
::ShowWindow(hwnd, SW_SHOWNA);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
glfwShowWindow(data->Window);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
int x = 0, y = 0;
|
||||
glfwGetWindowPos(data->Window, &x, &y);
|
||||
return ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
|
||||
}
|
||||
|
||||
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
int w = 0, h = 0;
|
||||
glfwGetWindowSize(data->Window, &w, &h);
|
||||
return ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
||||
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
|
||||
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
|
||||
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
|
||||
// on the upper-left corner.
|
||||
int x, y, width, height;
|
||||
glfwGetWindowPos(data->Window, &x, &y);
|
||||
glfwGetWindowSize(data->Window, &width, &height);
|
||||
glfwSetWindowPos(data->Window, x, y - height + size.y);
|
||||
#endif
|
||||
data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
||||
glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwSetWindowTitle(data->Window, title);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
#if GLFW_HAS_FOCUS_WINDOW
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwFocusWindow(data->Window);
|
||||
#else
|
||||
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
|
||||
(void)viewport;
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
|
||||
}
|
||||
|
||||
#if GLFW_HAS_WINDOW_ALPHA
|
||||
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
glfwSetWindowOpacity(data->Window, alpha);
|
||||
}
|
||||
#endif
|
||||
|
||||
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
if (g_ClientApi == GlfwClientApi_OpenGL)
|
||||
{
|
||||
glfwMakeContextCurrent(data->Window);
|
||||
glfwSwapBuffers(data->Window);
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// IME (Input Method Editor) basic support for e.g. Asian language users
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// We provide a Win32 implementation because this is such a common issue for IME users
|
||||
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
|
||||
#define HAS_WIN32_IME 1
|
||||
#include <imm.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "imm32")
|
||||
#endif
|
||||
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
|
||||
{
|
||||
COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
|
||||
if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
|
||||
if (HIMC himc = ::ImmGetContext(hwnd))
|
||||
{
|
||||
::ImmSetCompositionWindow(himc, &cf);
|
||||
::ImmReleaseContext(hwnd, himc);
|
||||
}
|
||||
}
|
||||
#else
|
||||
#define HAS_WIN32_IME 0
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Avoid including <vulkan.h> so we can build without it
|
||||
#if GLFW_HAS_VULKAN
|
||||
#ifndef VULKAN_H_
|
||||
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
|
||||
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
|
||||
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
|
||||
#else
|
||||
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
|
||||
#endif
|
||||
VK_DEFINE_HANDLE(VkInstance)
|
||||
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
|
||||
struct VkAllocationCallbacks;
|
||||
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
||||
#endif // VULKAN_H_
|
||||
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
|
||||
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
||||
{
|
||||
ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
|
||||
IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
|
||||
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return (int)err;
|
||||
}
|
||||
#endif // GLFW_HAS_VULKAN
|
||||
|
||||
static void ImGui_ImplGlfw_InitPlatformInterface()
|
||||
{
|
||||
// Register platform interface (will be coupled with a renderer interface)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
|
||||
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
|
||||
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
|
||||
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
|
||||
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
|
||||
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
|
||||
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
|
||||
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
||||
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
||||
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
|
||||
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
|
||||
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
|
||||
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
|
||||
#if GLFW_HAS_WINDOW_ALPHA
|
||||
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
|
||||
#endif
|
||||
#if GLFW_HAS_VULKAN
|
||||
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
|
||||
#endif
|
||||
#if HAS_WIN32_IME
|
||||
platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
|
||||
#endif
|
||||
|
||||
// Register main window handle (which is owned by the main application, not by us)
|
||||
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
|
||||
data->Window = g_Window;
|
||||
data->WindowOwned = false;
|
||||
main_viewport->PlatformUserData = data;
|
||||
main_viewport->PlatformHandle = (void*)g_Window;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
{
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@@ -20,6 +21,7 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
@@ -33,3 +35,4 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, i
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
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);
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
@@ -13,6 +14,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
|
||||
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
|
||||
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
|
||||
@@ -150,6 +152,10 @@ static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
@@ -170,6 +176,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
if (g_GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
@@ -216,11 +223,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
@@ -686,3 +697,31 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
||||
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
|
||||
Reference in New Issue
Block a user