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Merge branch 'master' into docking
This commit is contained in:
@@ -715,10 +715,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
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MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
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@@ -14,6 +14,8 @@
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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-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
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// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
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// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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@@ -309,8 +311,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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if (bd != NULL)
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{
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[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
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[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
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@synchronized(bd->SharedMetalContext.bufferCache)
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{
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[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
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[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
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}
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}
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});
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}];
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@@ -600,28 +605,31 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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{
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uint64_t now = GetMachAbsoluteTimeInSeconds();
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// Purge old buffers that haven't been useful for a while
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if (now - self.lastBufferCachePurge > 1.0)
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@synchronized(self.bufferCache)
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{
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NSMutableArray* survivors = [NSMutableArray array];
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// Purge old buffers that haven't been useful for a while
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if (now - self.lastBufferCachePurge > 1.0)
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{
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NSMutableArray* survivors = [NSMutableArray array];
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for (MetalBuffer* candidate in self.bufferCache)
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if (candidate.lastReuseTime > self.lastBufferCachePurge)
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[survivors addObject:candidate];
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self.bufferCache = [survivors mutableCopy];
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self.lastBufferCachePurge = now;
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}
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// See if we have a buffer we can reuse
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MetalBuffer* bestCandidate = nil;
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for (MetalBuffer* candidate in self.bufferCache)
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if (candidate.lastReuseTime > self.lastBufferCachePurge)
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[survivors addObject:candidate];
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self.bufferCache = [survivors mutableCopy];
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self.lastBufferCachePurge = now;
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}
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if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
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bestCandidate = candidate;
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// See if we have a buffer we can reuse
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MetalBuffer* bestCandidate = nil;
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for (MetalBuffer* candidate in self.bufferCache)
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if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
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bestCandidate = candidate;
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if (bestCandidate != nil)
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{
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[self.bufferCache removeObject:bestCandidate];
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bestCandidate.lastReuseTime = now;
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return bestCandidate;
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if (bestCandidate != nil)
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{
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[self.bufferCache removeObject:bestCandidate];
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bestCandidate.lastReuseTime = now;
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return bestCandidate;
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}
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}
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// No luck; make a new buffer
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@@ -553,10 +553,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
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#if APPLE_HAS_BUTTON_OPTIONS
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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#endif
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
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@@ -597,10 +597,10 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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@@ -344,10 +344,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
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#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
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MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
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