Addendum to #2635. Add support for multi-viewports in SDL+DX!! example. making all Win32-centric back-ends handle PlatformHandleRaw. Using the field to use/store the HWND for internal purpose in SDL/GLFW back-ends. (#1542)

This commit is contained in:
omar
2019-06-18 23:35:48 +02:00
parent 3e8eebfbec
commit adbbd17cb6
11 changed files with 79 additions and 53 deletions

View File

@@ -4,7 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues:
// Missing features, issues:
// [ ] Renderer: Missing multi-viewport support.
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -680,7 +681,9 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
/*
// FIXME-PLATFORM
HWND hwnd = (HWND)viewport->PlatformHandle;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain