Squashed 'external/imgui/imgui/' changes from d6cb3c923d2..b475309fa1e
b475309fa1e Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. (#7399, #7404) daecfffefbc Text, DrawList: Improved handling of long single-line wrapped text. (#7496, #5720) fab96a6e593 Backends: SDL3: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput(). (#7452, #6306, #6071, #1953) dad1689bf7b Examples: SDL3: amend for removal of SDL_RENDERER_ACCELERATED. 3caa79c8a53 Version 1.90.6 WIP 76bc1b825e6 Extracted part of NewFrame() into SetupDrawListSharedData() for documentation purpose. (#7495, #6406) f790d516652 Silent zealous/stupid warning introduced by Clang 16 (shipping with VS2022) with -Weverything. Pointers are now illegal! 231cbee0fc4 Version 1.90.5 4f9ba19e520 Drags, Sliders, Inputs: Reactivated decimal point replacement for SliderScalar and DragScalar. (#7389, #6719, #2278) e7712ff103d Out of courtesy/consistency move all the DebugHookIdInfo compares into ifndef block. f959c417fec Refactor moving ID stack functions to their own section (part 2) 0bf134a8e2e Refactor moving ID stack functions to their own section. 9a2b598ec1e ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox(). d3c3514a59b Tables: Fixed auto-width columns when using synced-instances of same table. (#7218) 25a492f3307 ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451) 9638c2839a1 Internals: adding ImGuiNavMoveFlags_NoClearActiveId even though there's currently no satisfying way to take advantage of it. (#1418) 742e53434f4 Child Windows: adjust resizing limits to match window padding rather than inner clipping rectangle. (#7440) 515b437c084 Child windows: look at the parent window's flags to decide whether to clamp child resizes. (#7440, #1710) 976dc239656 Windows: extend outer resize borders to the edges when there are no corner grips. (#7440, #1710) 37b37fc2a3e DrawList: Allow AddText() to accept null ranges. (#3615, 7391) 5c5ae806aa1 Comments cf4c10bef74 Style: added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle. (#7411) f0802287db5 Tables: Angled headers: fixed table contents overflowing when a list clipper is used. (#7416) 29ff159f941 Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow stops being called. (#7416) 38ddfb24f09 Tables: Angled headers: fixed border hit box extending beyond non-scrollable tables. (#7416) 8be48a44f78 Backends: WebGPU: Avoid using -1u literal (#7436) 868facff9de ImDrawList: (Breaking) merge float radius_x/radius_y parameters into ImVec2 radius in PathEllipticalArcTo(), AddEllipse(), AddEllipseFilled(). (#2743, #7417) 0a1f5b94e31 Demo: Two minor fixes (unchecked BeginTooltip + incorrect height constraint) (#7410)l 40df3db1a2a Tweaking terminology da29b776eed Backends: SDL3: Fix leak of SDL_GetGamepads() return value (#7381) 3c435c02978 Inputs: (Breaking) More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. (#4921) 286cd5bd41e Internals, InputText: removed ImGuiInputSource_Clipboard. (#4005) fc570ac9225 Examples: WGPU: fixed initialization of WGPURenderPassColorAttachment (#7371) 65dc67f63c6 Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369) 6b7358e9f36 InputText: adding clarifying note about ImGuiInputTextCallbackData::Buf. (#7363) fbf45ad149b ImDrawList: add PathFillConcave(), AddConcavePolyFilled(): amends (#760) 1ff90c52d5f ImDrawList: add PathFillConcave(), AddConcavePolyFilled() (#760) 04f40014a62 Docs: added a mini wiki index in main source files. c6236699671 Added link to crawlable wiki 0573513d6df Windows: Scrollbar visibility decision uses current size when both size and contents size are submitted by API. (#7252) 44c7dfca030 Menus, Popup: Amend c3f8f4d for static analyzer warning ("condition always true"). (#7325) c3f8f4de257 Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive frames would erroneously close the window. (#7325, #7287, #7063) 98779417751 Popups, Menus: rename ImGuiPopupData::BackupNavWindow > RestoreNavWindow and minor tweaks. Should be functionally a no-op. 725f91922d5 Tables: fixed TableGetHoveredRow() with overlapping frozen rows (#7350, #6588, #6347, #6250) e46d1e69ac3 Version 1.90.5 WIP 277ae93c413 Version 1.90.4 f5be90523d6 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 13d91ff9188 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 34965cf23a7 Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340) 659fb41d0a2 Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673) 198c38f0b11 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. 3b6d924acd0 ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars. d3f1a7165cb Popups: allow Child Popups to be resizable if not explicitly disabling. e78ce72eb6d Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290 014e0ac8c92 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063) c16043c1d58 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917) 405e54ebd50 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917) 6655ab2e43f Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917) 9159cd7b4ac Updated invalid documentation link (#7331) ccc5347e451 Fix typos (#7332) 8a14b71f228 Version 1.90.4 WIP b19a4c5f2b3 Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320) 5b6f03213dd Version 1.90.3 f80e65a4068 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308) 829f45df994 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84.. 3cc37170ca7 Examples: GLFW+Metal: Add -I and -L paths for MacPorts. 891b81fc5d7 Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890) 262e30e3001 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180) 9dfa2397deb Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315) d15e4100b83 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890) f966da1f8fb Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890) bf1c96d4fa2 Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890) fd8d6dc5d19 Backends: SDL2,SDL3: tidying up. e0ba0d0433a Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166) 11d73f03ee5 Backends: Vulkan: Fix/amend 8901931 89019319ddb Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037) 1d6f0cea0e6 Backends: DX9: use RGBA texture to avoid conversion if supported 3af739a2d17 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063) 2af01baffd1 Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set. 915c6393ad7 Version 1.90.3 WIP 536090303a8 Version 1.90.2 7b5357d817e Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. 70aa717a8e1 Combo: Fixed not reusing windows optimally when used inside a popup stack. 5cdc4a2a413 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300) 76e09c4b0fa ClosePopupsOverWindow(): amend to remove _ChildWindow test. 3a078466a7a Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. 7d67623d15b InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment. a5e0e90c16a Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact. 1e8fc01ddd7 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename a06dd7a27b6 OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533) f104967c68f Comments 06ce312745e InputText: Internal: added reload from user-buf feature. (#2890) f50ddc431e3 Fixed some typos. (#7282) 6172c22c5dc CI: Update to `actions/checkout` `v4` from `v3`. (#7281) 96839b445e3 Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other. 71947563709 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl) f1960b60c1a Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) 8491cf36adb Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed. 9176eedf240 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op. 1509842107d Backends: OpenGL3: Shallow tweak of compile-time extensions detection. 1ce41f6218d Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253) 81e0be856a6 Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256) a201af73544 Added SetNextItemShortcut() wip function. (#456) 4c2c09450a6 Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456) 5b5e9bd0cb3 Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums. 7c3fa7d049a Refactor: moved section in imgui_internal.h 9266c0d2d13 Backends: WebGPU: Avoid leaking pipeline layout. (#7245) 595eb86624d Changelog, comment, minor data compaction 6850194f60a CI: Fixes WGPU example build. 5fc0a361b24 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) 831d42c1ab3 Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240) e3c7ff944d5 Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually. 15908502ed6 Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250) 788747f8635 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251) 763100b3858 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) c7edb446caa Shortcut(): always test ownership. 1844f903d55 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut 5ddfbb80d86 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2f483373355 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes. d7c2a0e38f4 Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls. 3b828d3701e Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2) ff5f3aa38b5 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1) 1a48a634466 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness. 33fabdf392d Scrollbar() doesn't forcefully mark itself as hovered when held. d431d85839b Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11) f0d1f61fa51 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. + 095665977f6 Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId. d10641b04a3 Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. 03417cc77d1 Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232) 5fdcdf7080a Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456) 80d5cb1ab1f Comments around ImGuiInputFlags. 1cc0eb4d322 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning. 46e5f44ec8c Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456) e0c8c80adaa Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456) 4b20a0217eb Internals: add window to FocusScopeStack. (#6798) 2156db7a075 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456) dd0efdc6371 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226) 8a3dfda8d08 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. 6228c2e1ec7 Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available. 70bb6d1e790 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) 82df7c8bf41 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) 29809d72202 Version 1.90.2 WIP db049db8608 Docs: tweak, fixed misplaced changelog entry. (#7084) git-subtree-dir: external/imgui/imgui git-subtree-split: b475309fa1e9d7a91825a169e243f9c4fa085f71
This commit is contained in:
@ -27,7 +27,7 @@
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
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@ -312,6 +313,24 @@ void ImGui_ImplDX9_Shutdown()
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IM_DELETE(bd);
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}
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static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
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{
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IDirect3D9* pd3d = nullptr;
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if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
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return false;
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D3DDEVICE_CREATION_PARAMETERS param = {};
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D3DDISPLAYMODE mode = {};
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if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
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{
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pd3d->Release();
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return false;
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}
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// Font texture should support linear filter, color blend and write to render-target
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bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
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pd3d->Release();
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return support;
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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// Build texture atlas
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@ -323,18 +342,21 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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if (!rgba_support && io.Fonts->TexPixelsUseColors)
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{
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
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for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
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*dst = IMGUI_COL_TO_DX9_ARGB(*src);
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pixels = (unsigned char*)dst_start;
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}
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#else
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const bool rgba_support = false;
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#endif
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// Upload texture to graphics system
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bd->FontTexture = nullptr;
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if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
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if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
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return false;
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D3DLOCKED_RECT tex_locked_rect;
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if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
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@ -347,7 +369,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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if (!rgba_support && io.Fonts->TexPixelsUseColors)
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ImGui::MemFree(pixels);
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#endif
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@ -114,7 +114,7 @@ enum GlfwClientApi
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{
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GlfwClientApi_Unknown,
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan
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GlfwClientApi_Vulkan,
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};
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struct ImGui_ImplGlfw_Data
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@ -674,11 +674,9 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
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{
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GLFWwindow* window = bd->Window;
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#ifdef __EMSCRIPTEN__
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const bool is_window_focused = true;
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#else
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@ -23,7 +23,7 @@
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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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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
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@ -176,9 +176,20 @@
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#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
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#endif
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// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
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#ifdef GL_POLYGON_MODE
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#define IMGUI_IMPL_HAS_POLYGON_MODE
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// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have..
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS)
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#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
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#endif
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// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
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#endif
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// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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#endif
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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@ -191,16 +202,6 @@
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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#endif
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// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
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#endif
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// Desktop GL use extension detection
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#endif
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// [Debugging]
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//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
@ -359,7 +360,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
|
||||
// Detect extensions we support
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
@ -411,7 +412,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
@ -500,7 +501,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
@ -639,7 +640,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
|
||||
// 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)
|
||||
{
|
||||
@ -650,7 +651,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
}
|
||||
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#endif // IMGUI_IMPL_OPENGL_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]);
|
||||
@ -747,6 +748,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
GLint last_pixel_unpack_buffer;
|
||||
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
@ -920,6 +925,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
|
||||
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
@ -260,6 +260,8 @@ typedef khronos_intptr_t GLintptr;
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
|
@ -534,7 +534,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
static void ImGui_ImplOSX_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
|
@ -21,6 +21,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
||||
@ -103,16 +104,23 @@
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
int PendingMouseLeaveFrame;
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
ImGui_ImplSDL2_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@ -368,16 +376,22 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@ -414,6 +428,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
@ -501,6 +519,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
return ImGui_ImplSDL2_Init(window, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@ -511,7 +531,7 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
@ -567,59 +587,118 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor)
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
SDL_GameControllerClose(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_GameController* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
// Get gamepad
|
||||
// Update list of controller(s) to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL2_CloseGamepads();
|
||||
int joystick_count = SDL_NumJoysticks();
|
||||
for (int n = 0; n < joystick_count; n++)
|
||||
if (SDL_IsGameController(n))
|
||||
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
|
||||
if (!game_controller)
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
@ -651,10 +730,10 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MouseLastLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
|
@ -24,6 +24,7 @@
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct _SDL_GameController;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
@ -36,8 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -10,7 +10,7 @@
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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.
|
||||
@ -22,6 +22,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
|
||||
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
|
||||
@ -61,16 +63,23 @@
|
||||
// SDL Data
|
||||
struct ImGui_ImplSDL3_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
int PendingMouseLeaveFrame;
|
||||
char* ClipboardTextData;
|
||||
bool MouseCanUseGlobalState;
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MousePendingLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
ImGui_ImplSDL3_GamepadMode GamepadMode;
|
||||
bool WantUpdateGamepadsList;
|
||||
|
||||
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
@ -109,6 +118,11 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputRect(&r);
|
||||
SDL_StartTextInput();
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_StopTextInput();
|
||||
}
|
||||
}
|
||||
|
||||
@ -312,7 +326,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_MOUSE_ENTER:
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
return true;
|
||||
}
|
||||
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
|
||||
@ -321,7 +335,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
// FIXME: Unconfirmed whether this is still needed with SDL3.
|
||||
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
|
||||
{
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_WINDOW_FOCUS_GAINED:
|
||||
@ -330,6 +344,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
case SDL_EVENT_WINDOW_FOCUS_LOST:
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
{
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@ -378,6 +398,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.ClipboardUserData = nullptr;
|
||||
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
|
||||
// Load mouse cursors
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
@ -445,6 +469,8 @@ bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
void ImGui_ImplSDL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@ -455,7 +481,7 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
@ -514,59 +540,119 @@ static void ImGui_ImplSDL3_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != expected_cursor)
|
||||
if (bd->MouseLastCursor != expected_cursor)
|
||||
{
|
||||
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
|
||||
bd->LastMouseCursor = expected_cursor;
|
||||
bd->MouseLastCursor = expected_cursor;
|
||||
}
|
||||
SDL_ShowCursor();
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_CloseGamepads()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
SDL_CloseGamepad(gamepad);
|
||||
bd->Gamepads.resize(0);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
||||
for (int n = 0; n < manual_gamepads_count; n++)
|
||||
bd->Gamepads.push_back(manual_gamepads_array[n]);
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
||||
bd->WantUpdateGamepadsList = true;
|
||||
}
|
||||
bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
||||
io.AddKeyEvent(key, merged_value);
|
||||
}
|
||||
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
|
||||
// Get gamepad
|
||||
// Update list of gamepads to use
|
||||
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
|
||||
{
|
||||
ImGui_ImplSDL3_CloseGamepads();
|
||||
int sdl_gamepads_count = 0;
|
||||
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
|
||||
for (int n = 0; n < sdl_gamepads_count; n++)
|
||||
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
|
||||
{
|
||||
bd->Gamepads.push_back(gamepad);
|
||||
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
|
||||
break;
|
||||
}
|
||||
SDL_free(sdl_gamepads);
|
||||
bd->WantUpdateGamepadsList = false;
|
||||
}
|
||||
|
||||
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
SDL_Gamepad* gamepad = SDL_OpenGamepad(0);
|
||||
if (!gamepad)
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
@ -595,10 +681,10 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
bd->MousePendingLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
|
@ -10,7 +10,7 @@
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Missing features:
|
||||
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// 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.
|
||||
@ -26,6 +26,7 @@
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
@ -38,4 +39,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -20,6 +20,7 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
|
||||
// 2023-05-30: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
@ -129,10 +130,12 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
struct BackupSDLRendererState
|
||||
{
|
||||
SDL_Rect Viewport;
|
||||
bool ViewportEnabled;
|
||||
bool ClipEnabled;
|
||||
SDL_Rect ClipRect;
|
||||
};
|
||||
BackupSDLRendererState old = {};
|
||||
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
|
||||
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||
@ -178,11 +181,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
#if SDL_VERSION_ATLEAST(2,0,19)
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
#else
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
#endif
|
||||
|
||||
// Bind texture, Draw
|
||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||
@ -197,7 +196,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Restore modified SDL_Renderer state
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
|
||||
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
||||
}
|
||||
|
||||
|
@ -33,8 +33,12 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
// 2024-01-11: 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: Stoped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
|
||||
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
|
||||
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
|
||||
@ -91,14 +95,14 @@
|
||||
#endif
|
||||
|
||||
// Forward Declarations
|
||||
struct ImGui_ImplVulkanH_FrameRenderBuffers;
|
||||
struct ImGui_ImplVulkanH_WindowRenderBuffers;
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers;
|
||||
struct ImGui_ImplVulkan_WindowRenderBuffers;
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
|
||||
|
||||
@ -182,15 +186,14 @@ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
|
||||
#undef IMGUI_VULKAN_FUNC_DEF
|
||||
#endif // VK_NO_PROTOTYPES
|
||||
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;
|
||||
static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;
|
||||
#endif
|
||||
|
||||
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_FrameRenderBuffers
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers
|
||||
{
|
||||
VkDeviceMemory VertexBufferMemory;
|
||||
VkDeviceMemory IndexBufferMemory;
|
||||
@ -202,24 +205,22 @@ struct ImGui_ImplVulkanH_FrameRenderBuffers
|
||||
|
||||
// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_WindowRenderBuffers
|
||||
struct ImGui_ImplVulkan_WindowRenderBuffers
|
||||
{
|
||||
uint32_t Index;
|
||||
uint32_t Count;
|
||||
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
|
||||
ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
|
||||
};
|
||||
|
||||
// Vulkan data
|
||||
struct ImGui_ImplVulkan_Data
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
|
||||
VkRenderPass RenderPass;
|
||||
VkDeviceSize BufferMemoryAlignment;
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkPipeline Pipeline;
|
||||
uint32_t Subpass;
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
|
||||
@ -233,7 +234,7 @@ struct ImGui_ImplVulkan_Data
|
||||
VkCommandBuffer FontCommandBuffer;
|
||||
|
||||
// Render buffers for main window
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
|
||||
ImGui_ImplVulkan_Data()
|
||||
{
|
||||
@ -385,7 +386,13 @@ static void check_vk_result(VkResult err)
|
||||
v->CheckVkResultFn(err);
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
// Same as IM_MEMALIGN(). 'alignment' must be a power of two.
|
||||
static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment)
|
||||
{
|
||||
return (size + alignment - 1) & ~(alignment - 1);
|
||||
}
|
||||
|
||||
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
@ -395,10 +402,10 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
if (buffer_memory != VK_NULL_HANDLE)
|
||||
vkFreeMemory(v->Device, buffer_memory, v->Allocator);
|
||||
|
||||
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
|
||||
VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment);
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = vertex_buffer_size_aligned;
|
||||
buffer_info.size = buffer_size_aligned;
|
||||
buffer_info.usage = usage;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer);
|
||||
@ -407,20 +414,19 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkDeviceSize size = IM_MAX(v->MinAllocationSize, req.size);
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = size;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
p_buffer_size = size;
|
||||
buffer_size = buffer_size_aligned;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
|
||||
@ -479,23 +485,23 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
pipeline = bd->Pipeline;
|
||||
|
||||
// Allocate array to store enough vertex/index buffers
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
|
||||
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
|
||||
if (wrb->FrameRenderBuffers == nullptr)
|
||||
{
|
||||
wrb->Index = 0;
|
||||
wrb->Count = v->ImageCount;
|
||||
wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count);
|
||||
wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
|
||||
memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
|
||||
}
|
||||
IM_ASSERT(wrb->Count == v->ImageCount);
|
||||
wrb->Index = (wrb->Index + 1) % wrb->Count;
|
||||
ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
|
||||
ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
|
||||
|
||||
if (draw_data->TotalVtxCount > 0)
|
||||
{
|
||||
// Create or resize the vertex/index buffers
|
||||
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment);
|
||||
size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment);
|
||||
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
|
||||
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
|
||||
@ -504,9 +510,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
ImDrawVert* vtx_dst = nullptr;
|
||||
ImDrawIdx* idx_dst = nullptr;
|
||||
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)&vtx_dst);
|
||||
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst);
|
||||
check_vk_result(err);
|
||||
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)&idx_dst);
|
||||
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst);
|
||||
check_vk_result(err);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -946,13 +952,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
info.subpass = subpass;
|
||||
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};
|
||||
pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
|
||||
pipelineRenderingCreateInfo.colorAttachmentCount = 1;
|
||||
pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;
|
||||
if (bd->VulkanInitInfo.UseDynamicRendering)
|
||||
{
|
||||
info.pNext = &pipelineRenderingCreateInfo;
|
||||
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
|
||||
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
|
||||
info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
|
||||
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
|
||||
}
|
||||
#endif
|
||||
@ -1017,7 +1021,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -1026,7 +1030,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
|
||||
if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
|
||||
@ -1067,7 +1071,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
{
|
||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||
|
||||
@ -1102,11 +1106,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
IM_ASSERT(info->MinImageCount >= 2);
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
if (info->UseDynamicRendering == false)
|
||||
IM_ASSERT(render_pass != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->RenderPass != VK_NULL_HANDLE);
|
||||
|
||||
bd->VulkanInitInfo = *info;
|
||||
bd->RenderPass = render_pass;
|
||||
bd->Subpass = info->Subpass;
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
@ -1145,7 +1147,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err = vkDeviceWaitIdle(v->Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
|
||||
bd->VulkanInitInfo.MinImageCount = min_image_count;
|
||||
}
|
||||
|
||||
@ -1192,6 +1194,26 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
|
||||
vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
buffers->VertexBufferSize = 0;
|
||||
buffers->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
for (uint32_t n = 0; n < buffers->Count; n++)
|
||||
ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
|
||||
IM_FREE(buffers->FrameRenderBuffers);
|
||||
buffers->FrameRenderBuffers = nullptr;
|
||||
buffers->Index = 0;
|
||||
buffers->Count = 0;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
|
||||
@ -1279,15 +1301,13 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
|
||||
(void)physical_device;
|
||||
(void)allocator;
|
||||
IM_UNUSED(physical_device);
|
||||
|
||||
// Create Command Buffers
|
||||
VkResult err;
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i];
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
@ -1312,6 +1332,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi
|
||||
err = vkCreateFence(device, &info, allocator, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i];
|
||||
{
|
||||
VkSemaphoreCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
|
||||
@ -1347,10 +1372,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
// We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one.
|
||||
// Destroy old Framebuffer
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = nullptr;
|
||||
@ -1409,11 +1433,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
||||
check_vk_result(err);
|
||||
|
||||
IM_ASSERT(wd->Frames == nullptr);
|
||||
IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
|
||||
wd->SemaphoreCount = wd->ImageCount + 1;
|
||||
wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
|
||||
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);
|
||||
wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
|
||||
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
|
||||
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount);
|
||||
memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
wd->Frames[i].Backbuffer = backbuffers[i];
|
||||
}
|
||||
@ -1459,7 +1484,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
|
||||
// We do not create a pipeline by default as this is also used by examples' main.cpp,
|
||||
// but secondary viewport in multi-viewport mode may want to create one with:
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
@ -1520,10 +1545,9 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
//vkQueueWaitIdle(bd->Queue);
|
||||
|
||||
for (uint32_t i = 0; i < wd->ImageCount; i++)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
|
||||
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
|
||||
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
|
||||
}
|
||||
IM_FREE(wd->Frames);
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = nullptr;
|
||||
@ -1556,26 +1580,6 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
|
||||
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; }
|
||||
if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; }
|
||||
buffers->VertexBufferSize = 0;
|
||||
buffers->IndexBufferSize = 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
for (uint32_t n = 0; n < buffers->Count; n++)
|
||||
ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
|
||||
IM_FREE(buffers->FrameRenderBuffers);
|
||||
buffers->FrameRenderBuffers = nullptr;
|
||||
buffers->Index = 0;
|
||||
buffers->Count = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
@ -46,9 +46,20 @@
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#include <vulkan/vulkan.h>
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
||||
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
@ -57,25 +68,31 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
|
||||
// (Optional)
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t Subpass;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
|
||||
|
||||
// Dynamic Rendering (Optional)
|
||||
bool UseDynamicRendering; // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
|
||||
VkFormat ColorAttachmentFormat; // Required for dynamic rendering
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
|
||||
bool UseDynamicRendering;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
|
||||
#endif
|
||||
|
||||
// Allocation, Debugging
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
@ -155,6 +172,7 @@ struct ImGui_ImplVulkanH_Window
|
||||
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)
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
@ -16,6 +16,10 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
|
||||
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
|
||||
// 2024-01-22: Fixed pipeline layout leak. (#7245)
|
||||
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
|
||||
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
|
||||
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
|
||||
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
@ -72,16 +76,17 @@ struct Uniforms
|
||||
|
||||
struct ImGui_ImplWGPU_Data
|
||||
{
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
ImGui_ImplWGPU_InitInfo initInfo;
|
||||
WGPUDevice wgpuDevice = nullptr;
|
||||
WGPUQueue defaultQueue = nullptr;
|
||||
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPURenderPipeline pipelineState = nullptr;
|
||||
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
RenderResources renderResources;
|
||||
FrameResources* pFrameResources = nullptr;
|
||||
unsigned int numFramesInFlight = 0;
|
||||
unsigned int frameIndex = UINT_MAX;
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
@ -179,6 +184,12 @@ static void SafeRelease(WGPUBuffer& res)
|
||||
wgpuBufferRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUPipelineLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuPipelineLayoutRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPURenderPipeline& res)
|
||||
{
|
||||
if (res)
|
||||
@ -565,9 +576,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = 1;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState;
|
||||
|
||||
// Bind group layouts
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||||
@ -654,7 +663,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
depth_stencil_state.depthWriteEnabled = false;
|
||||
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
|
||||
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
|
||||
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
|
||||
@ -684,6 +699,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
SafeRelease(graphics_pipeline_desc.layout);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
@ -705,7 +721,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(bd->pFrameResources[i]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format)
|
||||
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
@ -716,11 +732,12 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->wgpuDevice = device;
|
||||
bd->initInfo = *init_info;
|
||||
bd->wgpuDevice = init_info->Device;
|
||||
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
|
||||
bd->renderTargetFormat = rt_format;
|
||||
bd->depthStencilFormat = depth_format;
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->renderTargetFormat = init_info->RenderTargetFormat;
|
||||
bd->depthStencilFormat = init_info->DepthStencilFormat;
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
bd->renderResources.FontTexture = nullptr;
|
||||
@ -733,8 +750,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
bd->renderResources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
bd->pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
|
||||
for (int i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
|
@ -20,7 +20,24 @@
|
||||
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
|
||||
// Initialization data, for ImGui_ImplWGPU_Init()
|
||||
struct ImGui_ImplWGPU_InitInfo
|
||||
{
|
||||
WGPUDevice Device;
|
||||
int NumFramesInFlight = 3;
|
||||
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUMultisampleState PipelineMultisampleState = {};
|
||||
|
||||
ImGui_ImplWGPU_InitInfo()
|
||||
{
|
||||
PipelineMultisampleState.count = 1;
|
||||
PipelineMultisampleState.mask = UINT32_MAX;
|
||||
PipelineMultisampleState.alphaToCoverageEnabled = false;
|
||||
}
|
||||
};
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||
|
Reference in New Issue
Block a user