mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 21:47:38 -05:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx12.cpp # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp
This commit is contained in:
@@ -312,6 +312,7 @@ static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
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#endif
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code);
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ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
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{
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switch (key_code)
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@@ -19,6 +19,7 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
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@@ -293,9 +294,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
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void* vtx_resource, *idx_resource;
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D3D12_RANGE range;
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memset(&range, 0, sizeof(D3D12_RANGE));
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D3D12_RANGE range = { 0, 0 };
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if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
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return;
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if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
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@@ -310,7 +311,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
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range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
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IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
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fr->VertexBuffer->Unmap(0, &range);
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range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
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IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
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fr->IndexBuffer->Unmap(0, &range);
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// Setup desired DX state
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@@ -217,6 +217,7 @@ static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
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// Functions
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
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ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
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{
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IM_UNUSED(scancode);
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@@ -291,6 +291,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
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// Functions
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code);
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ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
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{
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switch (key_code)
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@@ -26,6 +26,7 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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@@ -126,8 +127,8 @@
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#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
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#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
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#if SDL_HAS_VULKAN
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extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
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#elif
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#include <SDL_vulkan.h>
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#else
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static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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#endif
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@@ -203,6 +204,7 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
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ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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IM_UNUSED(scancode);
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@@ -386,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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float wheel_x = -(float)event->wheel.x;
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float wheel_y = (float)event->wheel.y;
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#endif
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#ifdef __EMSCRIPTEN__
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#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
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wheel_x /= 100.0f;
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#endif
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io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@@ -26,6 +26,7 @@
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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@@ -173,6 +174,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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}
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
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ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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// Keypad doesn't have individual key values in SDL3
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@@ -355,9 +357,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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float wheel_y = event->wheel.y;
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#ifdef __EMSCRIPTEN__
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wheel_x /= 100.0f;
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#endif
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io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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io.AddMouseWheelEvent(wheel_x, wheel_y);
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return true;
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@@ -19,6 +19,7 @@
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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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// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
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// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
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@@ -277,7 +278,11 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
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WGPUProgrammableStageDescriptor stage_desc = {};
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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stage_desc.entryPoint = { "main", WGPU_STRLEN };
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#else
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stage_desc.entryPoint = "main";
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#endif
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return stage_desc;
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}
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@@ -390,6 +395,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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nullptr,
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"Dear ImGui Vertex buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
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MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
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false
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@@ -414,6 +422,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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{
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nullptr,
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"Dear ImGui Index buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
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MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
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false
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@@ -524,7 +535,11 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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// Upload texture to graphics system
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{
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WGPUTextureDescriptor tex_desc = {};
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
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#else
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tex_desc.label = "Dear ImGui Font Texture";
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#endif
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tex_desc.dimension = WGPUTextureDimension_2D;
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tex_desc.size.width = width;
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tex_desc.size.height = height;
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@@ -587,6 +602,9 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
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{
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nullptr,
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"Dear ImGui Uniform buffer",
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#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
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WGPU_STRLEN,
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#endif
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WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
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MEMALIGN(sizeof(Uniforms), 16),
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false
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@@ -496,6 +496,7 @@ void ImGui_ImplWin32_NewFrame()
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// Map VK_xxx to ImGuiKey_xxx.
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
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ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
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{
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// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
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