Squashed 'external/imgui/imgui/' changes from d6cb3c923d2..277ae93c413
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: 277ae93c41314ba5f4c7444f37c4319cdf07e8cf
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
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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@ -359,7 +360,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Detect extensions we support
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
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GLint num_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLint i = 0; i < num_extensions; i++)
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@ -411,7 +412,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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if (bd->GlVersion >= 310)
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glDisable(GL_PRIMITIVE_RESTART);
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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@ -500,7 +501,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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#endif
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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@ -639,7 +640,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
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// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
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if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
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{
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@ -650,7 +651,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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{
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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}
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#endif // IMGUI_IMPL_HAS_POLYGON_MODE
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#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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@ -747,6 +748,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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GLint last_texture, last_array_buffer;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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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
|
||||
|
@ -22,6 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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 +62,23 @@
|
||||
// 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)); }
|
||||
};
|
||||
@ -312,7 +320,7 @@ 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 +329,7 @@ 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 +338,12 @@ 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 +392,10 @@ 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 +463,8 @@ 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 +475,7 @@ 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 +534,118 @@ 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;
|
||||
}
|
||||
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 +674,10 @@ 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);
|
||||
}
|
||||
|
||||
|
@ -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 = -1u;
|
||||
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