Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
This commit is contained in:
ocornut
2022-02-07 16:18:19 +01:00
9 changed files with 108 additions and 57 deletions

View File

@@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@@ -89,14 +90,15 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint64 Time;
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
bool MouseCanUseGlobalState;
bool UseVulkan;
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
bool MouseCanUseGlobalState;
bool UseVulkan;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
};
@@ -344,7 +346,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
@@ -376,6 +378,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
#endif
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -426,7 +429,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, sdl_gl_context);
return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@@ -434,7 +437,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
if (!ImGui_ImplSDL2_Init(window, NULL))
if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
@@ -446,17 +449,17 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, NULL);
return ImGui_ImplSDL2_Init(window, NULL, NULL);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, NULL);
return ImGui_ImplSDL2_Init(window, NULL, NULL);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, NULL);
return ImGui_ImplSDL2_Init(window, renderer, NULL);
}
void ImGui_ImplSDL2_Shutdown()
@@ -648,7 +651,10 @@ void ImGui_ImplSDL2_NewFrame()
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
if (bd->Renderer != NULL)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);