From f2a522d70d10650f6e199721306717abde35e77b Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 30 Sep 2022 15:43:27 +0200 Subject: [PATCH 01/10] ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811) --- docs/CHANGELOG.txt | 1 + imgui.cpp | 1 + imgui.h | 6 +++--- imgui_draw.cpp | 22 ++++------------------ imgui_internal.h | 3 +++ 5 files changed, 12 insertions(+), 21 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f0a2fb5a3..257984dd8 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -148,6 +148,7 @@ Other Changes: which would result in an abnormal number of vertices created (was slower and more likely to asserts with 16-bits ImDrawVtx). (#5720) - Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg] +- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811) - Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups. (#2589, #5535, #5264, #4972) - Misc: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921) diff --git a/imgui.cpp b/imgui.cpp index 1304170d3..d3276e6dc 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4737,6 +4737,7 @@ void ImGui::Shutdown() IM_DELETE(g.IO.Fonts); } g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) diff --git a/imgui.h b/imgui.h index acdb73edc..917e208c4 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89 WIP" -#define IMGUI_VERSION_NUM 18828 +#define IMGUI_VERSION_NUM 18829 #define IMGUI_HAS_TABLE /* @@ -2513,7 +2513,7 @@ struct ImDrawList // [Internal, used while building lists] unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. - const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) @@ -2525,7 +2525,7 @@ struct ImDrawList float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 00dbe06c7..a0b94974a 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -39,25 +39,12 @@ Index of this file: #endif #include // vsnprintf, sscanf, printf -#if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) -#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) -#elif defined(_WIN32) -#include // alloca -#if !defined(alloca) -#define alloca _alloca // for clang with MS Codegen -#endif -#else -#include // alloca -#endif -#endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif @@ -67,9 +54,6 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif -#if __has_warning("-Walloca") -#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged -#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -753,7 +737,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Temporary buffer // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point - ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; ImVec2* temp_points = temp_normals + points_count; // Calculate normals (tangents) for each line segment @@ -1001,7 +986,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } // Compute normals - ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; diff --git a/imgui_internal.h b/imgui_internal.h index 204040fb6..599b4e100 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -734,6 +734,9 @@ struct IMGUI_API ImDrawListSharedData ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + // [Internal] Temp write buffer + ImVector TempBuffer; + // [Internal] Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() From 588421986784df1ae3df16305d90cecdb07e9951 Mon Sep 17 00:00:00 2001 From: cfillion Date: Wed, 28 Sep 2022 23:37:39 -0400 Subject: [PATCH 02/10] imgui_freetype: Assert if bitmap size exceed chunk size to avoid buffer overflow. (#5731) --- misc/freetype/imgui_freetype.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 4066a9a6c..03255326b 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -508,7 +508,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u // Allocate temporary rasterization data buffers. // We could not find a way to retrieve accurate glyph size without rendering them. // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) - // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations. + // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations. const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; int buf_bitmap_current_used_bytes = 0; ImVector buf_bitmap_buffers; @@ -556,6 +556,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u buf_bitmap_current_used_bytes = 0; buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); } + IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead. // Blit rasterized pixels to our temporary buffer and keep a pointer to it. src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); From a588f00f7b2e711db3766e3b2772a8d107fc5d8c Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Oct 2022 12:02:48 +0200 Subject: [PATCH 03/10] Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). --- backends/imgui_impl_vulkan.cpp | 9 +++++++++ backends/imgui_impl_vulkan.h | 4 +++- docs/CHANGELOG.txt | 1 + 3 files changed, 13 insertions(+), 1 deletion(-) diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index fba2dc7b7..16932e312 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -30,6 +30,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 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). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. @@ -1124,6 +1126,13 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image return descriptor_set; } +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); +} + //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 52d9ffe74..648b84c27 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -73,8 +73,10 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) // Register a texture (VkDescriptorSet == ImTextureID) -// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 257984dd8..baf912a3b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -171,6 +171,7 @@ Other Changes: - Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack] - Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz] - Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz] +- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). - Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack] From 282b2b5afbfbf5eca9e9ea29203b0eceb02dba23 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Oct 2022 12:30:45 +0200 Subject: [PATCH 04/10] Backends: Vulkan: Fix building with VK_NO_PROTOTYPES. (#914, #5738). Amend a588f00 --- backends/imgui_impl_vulkan.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 16932e312..bedf3cf95 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -191,6 +191,7 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ From 80a870a3e5c3b4c817fd6f076c64fc3c098e8093 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 28 Sep 2022 12:08:40 +0200 Subject: [PATCH 05/10] Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset whenever scrolling again (#2604) + small refactor Somehow interesting for (#3795, #4559). sorry this will break PR for 3795 but we got the info. --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 20 ++++++++------------ 2 files changed, 10 insertions(+), 12 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index baf912a3b..9f181b7b2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -103,6 +103,8 @@ Other Changes: - Popups & Modals: fixed nested Begin() being erroneously input-inhibited. While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally useful to achieve certains things (e.g. some ways to implement suggestion popup #718, #4461). +- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset + whenever scrolling again (#2604). - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing Enter keep the input active and select all text. - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) diff --git a/imgui.cpp b/imgui.cpp index d3276e6dc..efa16bd6a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -953,7 +953,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 1.50f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -4265,15 +4265,15 @@ static void ImGui::UpdateMouseInputs() } } -static void StartLockWheelingWindow(ImGuiWindow* window) +static void LockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + g.WheelingWindowTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f; if (g.WheelingWindow == window) return; - IMGUI_DEBUG_LOG_IO("StartLockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); g.WheelingWindow = window; g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; } void ImGui::UpdateMouseWheel() @@ -4287,11 +4287,7 @@ void ImGui::UpdateMouseWheel() if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) g.WheelingWindowTimer = 0.0f; if (g.WheelingWindowTimer <= 0.0f) - { - IMGUI_DEBUG_LOG_IO("UpdateMouseWheel() release WheelingWindow lock \"%s\"\n", g.WheelingWindow->Name); - g.WheelingWindow = NULL; - g.WheelingWindowTimer = 0.0f; - } + LockWheelingWindow(NULL); } const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel); @@ -4311,7 +4307,7 @@ void ImGui::UpdateMouseWheel() // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - StartLockWheelingWindow(window); + LockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; @@ -4342,7 +4338,7 @@ void ImGui::UpdateMouseWheel() // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) { - StartLockWheelingWindow(window); + LockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) @@ -4356,7 +4352,7 @@ void ImGui::UpdateMouseWheel() // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held if (wheel_x != 0.0f) { - StartLockWheelingWindow(window); + LockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) From c7d3d22ae1e2b8f84ae30a922099873d5016e6d6 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Oct 2022 15:39:55 +0200 Subject: [PATCH 06/10] Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) --- docs/CHANGELOG.txt | 2 ++ imgui.cpp | 14 +++++++++----- 2 files changed, 11 insertions(+), 5 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9f181b7b2..552b26105 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -105,6 +105,8 @@ Other Changes: achieve certains things (e.g. some ways to implement suggestion popup #718, #4461). - Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset whenever scrolling again (#2604). +- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad + events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing Enter keep the input active and select all text. - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) diff --git a/imgui.cpp b/imgui.cpp index efa16bd6a..c576f74d5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4299,15 +4299,17 @@ void ImGui::UpdateMouseWheel() if (wheel_x == 0.0f && wheel_y == 0.0f) return; - ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; - if (!window || window->Collapsed) + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) return; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { - LockWheelingWindow(window); + LockWheelingWindow(mouse_window); + ImGuiWindow* window = mouse_window; const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; @@ -4338,11 +4340,12 @@ void ImGui::UpdateMouseWheel() // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) { - LockWheelingWindow(window); + ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { + LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); @@ -4352,11 +4355,12 @@ void ImGui::UpdateMouseWheel() // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held if (wheel_x != 0.0f) { - LockWheelingWindow(window); + ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { + LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); From 85a368b58dbaff5cdefa9d438c02ecab529c7a32 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 4 Oct 2022 18:00:42 +0200 Subject: [PATCH 07/10] Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows with no close button. (#5745) + TabBar: starts displaying the unsaved document marker with a frame delay to match how close button is processed, otherwise the transition would be noticeable. --- imgui_internal.h | 2 +- imgui_widgets.cpp | 13 +++++++------ 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/imgui_internal.h b/imgui_internal.h index 599b4e100..4d6d93565 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2829,7 +2829,7 @@ namespace ImGui IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); - IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f74fd1b51..8c34e61f3 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7577,8 +7577,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); - const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x; + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; @@ -8105,7 +8105,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); tab->RequestedWidth = -1.0f; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) size.x = tab->RequestedWidth = g.NextItemData.Width; @@ -8117,6 +8117,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; @@ -8248,7 +8249,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; bool just_closed; bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; @@ -8292,12 +8293,12 @@ void ImGui::SetTabItemClosed(const char* label) } } -ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); - if (has_close_button) + if (has_close_button_or_unsaved_marker) size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f; From dfa1bb0ac782e9e9d88f2e42981b50f84282fc94 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 6 Oct 2022 14:27:27 +0200 Subject: [PATCH 08/10] Backends: OSX: Fixed mouse inputs on flipped views. (#5756) --- backends/imgui_impl_osx.mm | 8 ++++++-- docs/CHANGELOG.txt | 1 + 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index 63d7d06de..054776ff9 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -23,12 +23,13 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-06: Fixed mouse inputs on flipped views. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. // 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. // 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key // 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. -// 2022-01-31: Fix building with old Xcode versions that are missing gamepad features. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. // 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+). @@ -631,7 +632,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) { NSPoint mousePoint = event.locationInWindow; mousePoint = [view convertPoint:mousePoint fromView:nil]; - mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); return io.WantCaptureMouse; } diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 552b26105..6b97dcdf1 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -176,6 +176,7 @@ Other Changes: - Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz] - Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz] - Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). +- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas] - Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack] From 8a44c31c95c8e0217f6e1fc814cbbbcca4981f14 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 6 Oct 2022 14:42:22 +0200 Subject: [PATCH 09/10] Scrolling: Further reduce unrelease mouse-wheel locked window timer + misc refactor (#2604, #3795, #4559) The refactor are designed to minimize the diff for changes needed for #3795 --- imgui.cpp | 39 +++++++++++++++++++++------------------ imgui_internal.h | 4 ++-- 2 files changed, 23 insertions(+), 20 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index c576f74d5..1c6568125 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -953,7 +953,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 1.50f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.80f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -4268,7 +4268,7 @@ static void ImGui::UpdateMouseInputs() static void LockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - g.WheelingWindowTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f; + g.WheelingWindowReleaseTimer = window ? WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER : 0.0f; if (g.WheelingWindow == window) return; IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); @@ -4283,10 +4283,10 @@ void ImGui::UpdateMouseWheel() // Reset the locked window if we move the mouse or after the timer elapses if (g.WheelingWindow != NULL) { - g.WheelingWindowTimer -= g.IO.DeltaTime; + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) - g.WheelingWindowTimer = 0.0f; - if (g.WheelingWindowTimer <= 0.0f) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) LockWheelingWindow(NULL); } @@ -4294,9 +4294,10 @@ void ImGui::UpdateMouseWheel() const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX); const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY); - float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; - float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; - if (wheel_x == 0.0f && wheel_y == 0.0f) + ImVec2 wheel; + wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; + wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; + if (wheel.x == 0.0f && wheel.y == 0.0f) return; //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); @@ -4306,7 +4307,7 @@ void ImGui::UpdateMouseWheel() // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { LockWheelingWindow(mouse_window); ImGuiWindow* window = mouse_window; @@ -4322,23 +4323,25 @@ void ImGui::UpdateMouseWheel() } return; } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent if (g.IO.KeyCtrl) return; + // Mouse wheel scrolling // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; if (swap_axis) { - wheel_x = wheel_y; - wheel_y = 0.0f; + wheel.x = wheel.y; + wheel.y = 0.0f; } // Vertical Mouse Wheel scrolling - if (wheel_y != 0.0f) + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window doesn't need scrolling because it is already at the edge for the direction we are going in. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + if (wheel.y != 0.0f) { ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -4348,12 +4351,12 @@ void ImGui::UpdateMouseWheel() LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); } } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - if (wheel_x != 0.0f) + if (wheel.x != 0.0f) { ImGuiWindow* window = mouse_window; while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) @@ -4363,7 +4366,7 @@ void ImGui::UpdateMouseWheel() LockWheelingWindow(mouse_window); float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); } } } diff --git a/imgui_internal.h b/imgui_internal.h index 4d6d93565..1baa556a9 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1631,7 +1631,7 @@ struct ImGuiContext ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; - float WheelingWindowTimer; + float WheelingWindowReleaseTimer; // Item/widgets state and tracking information ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] @@ -1885,7 +1885,7 @@ struct ImGuiContext HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; + WheelingWindowReleaseTimer = 0.0f; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; From c54230d14e2a66e2daa2115bb7a6e1131f39651c Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 11 Oct 2022 12:22:29 +0200 Subject: [PATCH 10/10] Backends: Using nullptr instead of NULL. (#5760, #4537) + fix additional warnings. --- backends/imgui_impl_allegro5.cpp | 23 ++++----- backends/imgui_impl_dx10.cpp | 65 ++++++++++++------------ backends/imgui_impl_dx11.cpp | 77 +++++++++++++++-------------- backends/imgui_impl_dx12.cpp | 73 +++++++++++++-------------- backends/imgui_impl_dx9.cpp | 41 +++++++-------- backends/imgui_impl_glfw.cpp | 54 ++++++++++---------- backends/imgui_impl_glfw.h | 4 -- backends/imgui_impl_opengl2.cpp | 15 +++--- backends/imgui_impl_opengl3.cpp | 42 ++++++++-------- backends/imgui_impl_opengl3.h | 4 +- backends/imgui_impl_sdl.cpp | 27 +++++----- backends/imgui_impl_sdlrenderer.cpp | 39 ++++++++------- backends/imgui_impl_vulkan.cpp | 55 +++++++++++---------- backends/imgui_impl_vulkan.h | 2 +- backends/imgui_impl_wgpu.cpp | 75 ++++++++++++++-------------- backends/imgui_impl_win32.cpp | 43 ++++++++-------- 16 files changed, 321 insertions(+), 318 deletions(-) diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index ad97e49da..82826cf30 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -17,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). @@ -78,7 +79,7 @@ struct ImGui_ImplAllegro5_Data // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. -static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } struct ImDrawVertAllegro { @@ -145,7 +146,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]); } - const int* indices = NULL; + const int* indices = nullptr; if (sizeof(ImDrawIdx) == 2) { // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. @@ -253,14 +254,14 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->Texture) { - io.Fonts->SetTexID(NULL); + io.Fonts->SetTexID(nullptr); al_destroy_bitmap(bd->Texture); - bd->Texture = NULL; + bd->Texture = nullptr; } if (bd->MouseCursorInvisible) { al_destroy_mouse_cursor(bd->MouseCursorInvisible); - bd->MouseCursorInvisible = NULL; + bd->MouseCursorInvisible = nullptr; } } @@ -397,7 +398,7 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); @@ -422,7 +423,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) #if ALLEGRO_HAS_CLIPBOARD io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; - io.ClipboardUserData = NULL; + io.ClipboardUserData = nullptr; #endif return true; @@ -431,7 +432,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) void ImGui_ImplAllegro5_Shutdown() { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_InvalidateDeviceObjects(); @@ -440,8 +441,8 @@ void ImGui_ImplAllegro5_Shutdown() if (bd->ClipboardTextData) al_free(bd->ClipboardTextData); - io.BackendPlatformUserData = NULL; - io.BackendPlatformName = io.BackendRendererName = NULL; + io.BackendPlatformUserData = nullptr; + io.BackendPlatformName = io.BackendRendererName = nullptr; IM_DELETE(bd); } @@ -559,7 +560,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() void ImGui_ImplAllegro5_NewFrame() { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); if (!bd->Texture) ImGui_ImplAllegro5_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 81df59b39..9118929ee 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 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). // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. @@ -71,7 +72,7 @@ struct VERTEX_CONSTANT_BUFFER_DX10 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions @@ -100,7 +101,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->PSSetShader(bd->pPixelShader); ctx->PSSetSamplers(0, 1, &bd->pFontSampler); - ctx->GSSetShader(NULL); + ctx->GSSetShader(nullptr); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -122,7 +123,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); @@ -131,13 +132,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0) + if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); @@ -145,13 +146,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0) + if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer - ImDrawVert* vtx_dst = NULL; - ImDrawIdx* idx_dst = NULL; + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) @@ -314,13 +315,13 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D10Texture2D* pTexture = NULL; + ID3D10Texture2D* pTexture = nullptr; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != NULL); + IM_ASSERT(pTexture != nullptr); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -398,7 +399,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; ID3DBlob* vertexShaderBlob; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) { @@ -428,7 +429,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); } } @@ -451,7 +452,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() }"; ID3DBlob* pixelShaderBlob; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) { @@ -513,23 +514,23 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } - if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } - if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } - if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } - if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } - if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } - if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } - if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } } bool ImGui_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); @@ -538,9 +539,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device - IDXGIDevice* pDXGIDevice = NULL; - IDXGIAdapter* pDXGIAdapter = NULL; - IDXGIFactory* pFactory = NULL; + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) @@ -558,21 +559,21 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX10_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplDX10_NewFrame() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index 52da01f29..40394e0f5 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 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). // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. @@ -72,7 +73,7 @@ struct VERTEX_CONSTANT_BUFFER_DX11 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions @@ -97,14 +98,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(bd->pVertexShader, NULL, 0); + ctx->VSSetShader(bd->pVertexShader, nullptr, 0); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); - ctx->PSSetShader(bd->pPixelShader, NULL, 0); + ctx->PSSetShader(bd->pPixelShader, nullptr, 0); ctx->PSSetSamplers(0, 1, &bd->pFontSampler); - ctx->GSSetShader(NULL, NULL, 0); - ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. - ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->GSSetShader(nullptr, nullptr, 0); + ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; @@ -126,7 +127,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); @@ -135,12 +136,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); @@ -148,7 +149,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) return; } @@ -252,7 +253,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -326,13 +327,13 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D11Texture2D* pTexture = NULL; + ID3D11Texture2D* pTexture = nullptr; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != NULL); + IM_ASSERT(pTexture != nullptr); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -410,9 +411,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() }"; ID3DBlob* vertexShaderBlob; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK) + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; @@ -440,7 +441,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); } } @@ -463,9 +464,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() }"; ID3DBlob* pixelShaderBlob; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; @@ -525,23 +526,23 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } - if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } - if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } - if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } - if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } - if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } - if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } - if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); @@ -550,9 +551,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. // Get factory from device - IDXGIDevice* pDXGIDevice = NULL; - IDXGIAdapter* pDXGIAdapter = NULL; - IDXGIFactory* pFactory = NULL; + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) @@ -573,22 +574,22 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co void ImGui_ImplDX11_Shutdown() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplDX11_NewFrame() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index b2de8249d..80ea3a234 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -20,6 +20,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 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). // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. @@ -83,7 +84,7 @@ struct VERTEX_CONSTANT_BUFFER_DX12 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions @@ -149,7 +150,7 @@ static inline void SafeRelease(T*& res) { if (res) res->Release(); - res = NULL; + res = nullptr; } // Render function @@ -166,7 +167,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; @@ -186,10 +187,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } - if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; @@ -209,7 +210,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } @@ -248,7 +249,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -310,9 +311,9 @@ static void ImGui_ImplDX12_CreateFontsTexture() desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - ID3D12Resource* pTexture = NULL; + ID3D12Resource* pTexture = nullptr; bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, - D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; @@ -332,12 +333,12 @@ static void ImGui_ImplDX12_CreateFontsTexture() props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - ID3D12Resource* uploadBuffer = NULL; + ID3D12Resource* uploadBuffer = nullptr; HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, - D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); - void* mapped = NULL; + void* mapped = nullptr; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); IM_ASSERT(SUCCEEDED(hr)); @@ -367,31 +368,31 @@ static void ImGui_ImplDX12_CreateFontsTexture() barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - ID3D12Fence* fence = NULL; + ID3D12Fence* fence = nullptr; hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); - IM_ASSERT(event != NULL); + IM_ASSERT(event != nullptr); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.NodeMask = 1; - ID3D12CommandQueue* cmdQueue = NULL; + ID3D12CommandQueue* cmdQueue = nullptr; hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); IM_ASSERT(SUCCEEDED(hr)); - ID3D12CommandAllocator* cmdAlloc = NULL; + ID3D12CommandAllocator* cmdAlloc = nullptr; hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); - ID3D12GraphicsCommandList* cmdList = NULL; - hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); - cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); @@ -496,7 +497,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) { // Attempt to load d3d12.dll from local directories. This will only succeed if // (1) the current OS is Windows 7, and @@ -504,23 +505,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // See https://github.com/ocornut/imgui/pull/3696 for details. const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) - if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) break; // If failed, we are on Windows >= 10. - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) d3d12_dll = ::LoadLibraryA("d3d12.dll"); - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) return false; } PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); - if (D3D12SerializeRootSignatureFn == NULL) + if (D3D12SerializeRootSignatureFn == nullptr) return false; - ID3DBlob* blob = NULL; - if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) return false; bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); @@ -577,7 +578,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return output;\ }"; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; @@ -609,7 +610,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return out_col; \ }"; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) { vertexShaderBlob->Release(); return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! @@ -680,7 +681,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); SafeRelease(bd->pFontTextureResource); - io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. for (UINT i = 0; i < bd->numFramesInFlight; i++) { @@ -694,7 +695,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); @@ -715,8 +716,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO for (int i = 0; i < num_frames_in_flight; i++) { ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; - fr->IndexBuffer = NULL; - fr->VertexBuffer = NULL; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; fr->IndexBufferSize = 10000; fr->VertexBufferSize = 5000; } @@ -727,20 +728,20 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX12_InvalidateDeviceObjects(); delete[] bd->pFrameResources; - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplDX12_NewFrame() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); if (!bd->pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index dfb13a4a3..89de0e621 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 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). // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) @@ -67,7 +68,7 @@ struct CUSTOMVERTEX // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions @@ -85,8 +86,8 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) bd->pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. - bd->pd3dDevice->SetPixelShader(NULL); - bd->pd3dDevice->SetVertexShader(NULL); + bd->pd3dDevice->SetPixelShader(nullptr); + bd->pd3dDevice->SetVertexShader(nullptr); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); @@ -151,21 +152,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0) + if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0) + if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) return; } // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; + IDirect3DStateBlock9* d3d9_state_block = nullptr; if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() < 0) @@ -237,7 +238,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -279,7 +280,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); @@ -296,13 +297,13 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_InvalidateDeviceObjects(); if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } @@ -327,11 +328,11 @@ static bool ImGui_ImplDX9_CreateFontsTexture() #endif // Upload texture to graphics system - bd->FontTexture = NULL; - if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) return false; D3DLOCKED_RECT tex_locked_rect; - if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); @@ -363,15 +364,15 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return; - if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } - if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } - if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 8ad3980db..ced233bb3 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -16,6 +16,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. @@ -61,9 +62,6 @@ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif #endif // GLFW @@ -121,7 +119,7 @@ struct ImGui_ImplGlfw_Data // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } // Functions @@ -273,7 +271,7 @@ static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) + if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window) bd->PrevUserCallbackMousebutton(window, button, action, mods); ImGui_ImplGlfw_UpdateKeyModifiers(mods); @@ -286,7 +284,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) + if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window) bd->PrevUserCallbackScroll(window, xoffset, yoffset); ImGuiIO& io = ImGui::GetIO(); @@ -324,7 +322,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != NULL && window == bd->Window) + if (bd->PrevUserCallbackKey != nullptr && window == bd->Window) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) @@ -346,7 +344,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) + if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window) bd->PrevUserCallbackWindowFocus(window, focused); ImGuiIO& io = ImGui::GetIO(); @@ -356,7 +354,7 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) + if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->Window) bd->PrevUserCallbackCursorPos(window, x, y); if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; @@ -371,7 +369,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) + if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window) bd->PrevUserCallbackCursorEnter(window, entered); if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; @@ -385,7 +383,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) else if (!entered && bd->MouseWindow == window) { bd->LastValidMousePos = io.MousePos; - bd->MouseWindow = NULL; + bd->MouseWindow = nullptr; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } } @@ -393,7 +391,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != NULL && window == bd->Window) + if (bd->PrevUserCallbackChar != nullptr && window == bd->Window) bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); @@ -437,20 +435,20 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) glfwSetCharCallback(window, bd->PrevUserCallbackChar); glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); bd->InstalledCallbacks = false; - bd->PrevUserCallbackWindowFocus = NULL; - bd->PrevUserCallbackCursorEnter = NULL; - bd->PrevUserCallbackCursorPos = NULL; - bd->PrevUserCallbackMousebutton = NULL; - bd->PrevUserCallbackScroll = NULL; - bd->PrevUserCallbackKey = NULL; - bd->PrevUserCallbackChar = NULL; - bd->PrevUserCallbackMonitor = NULL; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); @@ -474,8 +472,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); @@ -520,7 +518,7 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); if (bd->InstalledCallbacks) @@ -529,8 +527,8 @@ void ImGui_ImplGlfw_Shutdown() for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); - io.BackendPlatformName = NULL; - io.BackendPlatformUserData = NULL; + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; IM_DELETE(bd); } @@ -557,7 +555,7 @@ static void ImGui_ImplGlfw_UpdateMouseData() glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y); // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) - if (is_app_focused && bd->MouseWindow == NULL) + if (is_app_focused && bd->MouseWindow == nullptr) { double mouse_x, mouse_y; glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); @@ -646,7 +644,7 @@ void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index 58712deef..9f5e35c6e 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -13,10 +13,6 @@ // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs -// About GLSL version: -// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. -// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! - #pragma once #include "imgui.h" // IMGUI_IMPL_API diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index ce66c3f31..eb26307ec 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -19,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 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. // 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). // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) @@ -68,14 +69,14 @@ struct ImGui_ImplOpenGL2_Data // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions bool ImGui_ImplOpenGL2_Init() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); @@ -88,19 +89,19 @@ bool ImGui_ImplOpenGL2_Init() void ImGui_ImplOpenGL2_Shutdown() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); if (!bd->FontTexture) ImGui_ImplOpenGL2_CreateDeviceObjects(); @@ -208,7 +209,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) - glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 5944eb807..4e4ba2c7d 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. @@ -57,7 +58,7 @@ // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. -// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. @@ -107,9 +108,6 @@ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -#endif #endif // GL includes @@ -213,7 +211,7 @@ struct ImGui_ImplOpenGL3_Data // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) @@ -244,7 +242,7 @@ struct ImGui_ImplOpenGL3_VtxAttribState bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Initialize our loader #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) @@ -294,8 +292,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. - if (glsl_version == NULL) + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) { #if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; @@ -324,7 +322,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) for (GLint i = 0; i < num_extensions; i++) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); - if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) bd->HasClipOrigin = true; } #endif @@ -335,19 +333,19 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); @@ -507,12 +505,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (bd->VertexBufferSize < vtx_buffer_size) { bd->VertexBufferSize = vtx_buffer_size; - GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); } if (bd->IndexBufferSize < idx_buffer_size) { bd->IndexBufferSize = idx_buffer_size; - GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); } GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); @@ -526,7 +524,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -657,7 +655,7 @@ static bool CheckShader(GLuint handle, const char* desc) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -676,7 +674,7 @@ static bool CheckProgram(GLuint handle, const char* desc) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -800,8 +798,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; // Select shaders matching our GLSL versions - const GLchar* vertex_shader = NULL; - const GLchar* fragment_shader = NULL; + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; @@ -826,13 +824,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index 19f185b84..5baf5abd6 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -13,7 +13,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs // About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. @@ -21,7 +21,7 @@ #include "imgui.h" // IMGUI_IMPL_API // Backend API -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index 3a319999b..fc26bf31d 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. @@ -100,7 +101,7 @@ struct ImGui_ImplSDL2_Data // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } // Functions @@ -318,7 +319,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); // Check and store if we are on a SDL backend that supports global mouse position // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) @@ -344,7 +345,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; - io.ClipboardUserData = NULL; + io.ClipboardUserData = nullptr; // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); @@ -387,7 +388,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { IM_UNUSED(sdl_gl_context); // Viewport branch will need this. - return ImGui_ImplSDL2_Init(window, NULL); + return ImGui_ImplSDL2_Init(window, nullptr); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) @@ -395,7 +396,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window, NULL); + return ImGui_ImplSDL2_Init(window, nullptr); } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) @@ -403,12 +404,12 @@ 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, nullptr); } bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { - return ImGui_ImplSDL2_Init(window, NULL); + return ImGui_ImplSDL2_Init(window, nullptr); } bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) @@ -419,7 +420,7 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); if (bd->ClipboardTextData) @@ -427,8 +428,8 @@ void ImGui_ImplSDL2_Shutdown() for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); - io.BackendPlatformName = NULL; - io.BackendPlatformUserData = NULL; + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; IM_DELETE(bd); } @@ -440,7 +441,7 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == NULL) ? SDL_TRUE : SDL_FALSE); + SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE); SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); #else @@ -533,7 +534,7 @@ static void ImGui_ImplSDL2_UpdateGamepads() void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) @@ -542,7 +543,7 @@ void ImGui_ImplSDL2_NewFrame() SDL_GetWindowSize(bd->Window, &w, &h); if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) w = h = 0; - if (bd->Renderer != NULL) + if (bd->Renderer != nullptr) SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); else SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); diff --git a/backends/imgui_impl_sdlrenderer.cpp b/backends/imgui_impl_sdlrenderer.cpp index b5cad6ec1..87381f27d 100644 --- a/backends/imgui_impl_sdlrenderer.cpp +++ b/backends/imgui_impl_sdlrenderer.cpp @@ -18,6 +18,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2021-10-06: Backup and restore modified ClipRect/Viewport. @@ -49,15 +50,15 @@ struct ImGui_ImplSDLRenderer_Data // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); - IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); // Setup backend capabilities flags ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); @@ -73,13 +74,13 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) void ImGui_ImplSDLRenderer_Shutdown() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } @@ -89,14 +90,14 @@ static void ImGui_ImplSDLRenderer_SetupRenderState() // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. - SDL_RenderSetViewport(bd->SDLRenderer, NULL); - SDL_RenderSetClipRect(bd->SDLRenderer, NULL); + SDL_RenderSetViewport(bd->SDLRenderer, nullptr); + SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); } void ImGui_ImplSDLRenderer_NewFrame() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?"); if (!bd->FontTexture) ImGui_ImplSDLRenderer_CreateDeviceObjects(); @@ -165,20 +166,20 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } - if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } - if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_RenderSetClipRect(bd->SDLRenderer, &r); - const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); - const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); #if SDL_VERSION_ATLEAST(2,0,19) - const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ #else - const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 #endif // Bind texture, Draw @@ -195,7 +196,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) // Restore modified SDL_Renderer state SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); - SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL); + SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); } // Called by Init/NewFrame/Shutdown @@ -212,12 +213,12 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture() // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); - if (bd->FontTexture == NULL) + if (bd->FontTexture == nullptr) { SDL_Log("error creating texture"); return false; } - SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); @@ -235,7 +236,7 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture() { io.Fonts->SetTexID(0); SDL_DestroyTexture(bd->FontTexture); - bd->FontTexture = NULL; + bd->FontTexture = nullptr; } } diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index bedf3cf95..e45b94910 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -30,6 +30,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. @@ -328,7 +329,7 @@ static uint32_t __glsl_shader_frag_spv[] = // FIXME: multi-context support is not tested and probably dysfunctional in this backend. static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) @@ -447,7 +448,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Allocate array to store enough vertex/index buffers ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; - if (wrb->FrameRenderBuffers == NULL) + if (wrb->FrameRenderBuffers == nullptr) { wrb->Index = 0; wrb->Count = v->ImageCount; @@ -469,8 +470,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer - ImDrawVert* vtx_dst = NULL; - ImDrawIdx* idx_dst = NULL; + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst)); check_vk_result(err); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst)); @@ -513,7 +514,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -552,7 +553,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); desc_set[0] = bd->FontDescriptorSet; } - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL); + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr); // Draw vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); @@ -657,7 +658,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) // Upload to Buffer: { - char* map = NULL; + char* map = nullptr; err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); @@ -683,7 +684,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier); + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; @@ -705,7 +706,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier); + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); } // Store our identifier @@ -1015,7 +1016,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast(loader_func(#func, user_data)); \ - if (func == NULL) \ + if (func == nullptr) \ return false; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) #undef IMGUI_VULKAN_FUNC_LOAD @@ -1032,7 +1033,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); @@ -1061,19 +1062,19 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend void ImGui_ImplVulkan_Shutdown() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; IM_DELETE(bd); } void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); IM_UNUSED(bd); } @@ -1122,7 +1123,7 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; - vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); } return descriptor_set; } @@ -1153,7 +1154,7 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); - IM_ASSERT(request_formats != NULL); + IM_ASSERT(request_formats != nullptr); IM_ASSERT(request_formats_count > 0); // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation @@ -1161,7 +1162,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. uint32_t avail_count; - vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); ImVector avail_format; avail_format.resize((int)avail_count); vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); @@ -1198,12 +1199,12 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); - IM_ASSERT(request_modes != NULL); + IM_ASSERT(request_modes != nullptr); IM_ASSERT(request_modes_count > 0); // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory uint32_t avail_count = 0; - vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); ImVector avail_modes; avail_modes.resize((int)avail_count); vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); @@ -1295,8 +1296,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); - wd->Frames = NULL; - wd->FrameSemaphores = NULL; + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); @@ -1343,7 +1344,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); - err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); check_vk_result(err); VkImage backbuffers[16] = {}; IM_ASSERT(wd->ImageCount >= min_image_count); @@ -1351,7 +1352,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); - IM_ASSERT(wd->Frames == NULL); + IM_ASSERT(wd->Frames == nullptr); 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); memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); @@ -1466,8 +1467,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); - wd->Frames = NULL; - wd->FrameSemaphores = NULL; + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); @@ -1511,7 +1512,7 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); IM_FREE(buffers->FrameRenderBuffers); - buffers->FrameRenderBuffers = NULL; + buffers->FrameRenderBuffers = nullptr; buffers->Index = 0; buffers->Count = 0; } diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 648b84c27..99fd0082f 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -80,7 +80,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet de // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES -IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 99fe7d2df..671c55427 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). // 2021-08-24: Fix for latest specs. // 2021-05-24: Add support for draw_data->FramebufferScale. @@ -30,10 +31,10 @@ extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); // WebGPU data -static WGPUDevice g_wgpuDevice = NULL; -static WGPUQueue g_defaultQueue = NULL; +static WGPUDevice g_wgpuDevice = nullptr; +static WGPUQueue g_defaultQueue = nullptr; static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; -static WGPURenderPipeline g_pipelineState = NULL; +static WGPURenderPipeline g_pipelineState = nullptr; struct RenderResources { @@ -57,7 +58,7 @@ struct FrameResources int IndexBufferSize; int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; +static FrameResources* g_pFrameResources = nullptr; static unsigned int g_numFramesInFlight = 0; static unsigned int g_frameIndex = UINT_MAX; @@ -182,61 +183,61 @@ static void SafeRelease(ImDrawIdx*& res) { if (res) delete[] res; - res = NULL; + res = nullptr; } static void SafeRelease(ImDrawVert*& res) { if (res) delete[] res; - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBindGroupLayout& res) { if (res) wgpuBindGroupLayoutRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBindGroup& res) { if (res) wgpuBindGroupRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUBuffer& res) { if (res) wgpuBufferRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPURenderPipeline& res) { if (res) wgpuRenderPipelineRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUSampler& res) { if (res) wgpuSamplerRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUShaderModule& res) { if (res) wgpuShaderModuleRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUTextureView& res) { if (res) wgpuTextureViewRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(WGPUTexture& res) { if (res) wgpuTextureRelease(res); - res = NULL; + res = nullptr; } static void SafeRelease(RenderResources& res) @@ -311,7 +312,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); - wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr); // Setup blend factor WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; @@ -332,7 +333,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { if (fr->VertexBuffer) { @@ -344,7 +345,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor vb_desc = { - NULL, + nullptr, "Dear ImGui Vertex buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, fr->VertexBufferSize * sizeof(ImDrawVert), @@ -356,7 +357,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; } - if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { if (fr->IndexBuffer) { @@ -368,7 +369,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder WGPUBufferDescriptor ib_desc = { - NULL, + nullptr, "Dear ImGui Index buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, fr->IndexBufferSize * sizeof(ImDrawIdx), @@ -412,7 +413,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -429,13 +430,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); if (bind_group) { - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); } else { WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); } // Project scissor/clipping rectangles into framebuffer space @@ -525,7 +526,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer() { WGPUBufferDescriptor ub_desc = { - NULL, + nullptr, "Dear ImGui Uniform buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, sizeof(Uniforms), @@ -651,7 +652,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() SafeRelease(g_resources); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (unsigned int i = 0; i < g_numFramesInFlight; i++) SafeRelease(g_pFrameResources[i]); @@ -671,23 +672,23 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur g_numFramesInFlight = num_frames_in_flight; g_frameIndex = UINT_MAX; - g_resources.FontTexture = NULL; - g_resources.FontTextureView = NULL; - g_resources.Sampler = NULL; - g_resources.Uniforms = NULL; - g_resources.CommonBindGroup = NULL; + g_resources.FontTexture = nullptr; + g_resources.FontTextureView = nullptr; + g_resources.Sampler = nullptr; + g_resources.Uniforms = nullptr; + g_resources.CommonBindGroup = nullptr; g_resources.ImageBindGroups.Data.reserve(100); - g_resources.ImageBindGroup = NULL; - g_resources.ImageBindGroupLayout = NULL; + g_resources.ImageBindGroup = nullptr; + g_resources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) { FrameResources* fr = &g_pFrameResources[i]; - fr->IndexBuffer = NULL; - fr->VertexBuffer = NULL; - fr->IndexBufferHost = NULL; - fr->VertexBufferHost = NULL; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; fr->IndexBufferSize = 10000; fr->VertexBufferSize = 5000; } @@ -699,9 +700,9 @@ void ImGui_ImplWGPU_Shutdown() { ImGui_ImplWGPU_InvalidateDeviceObjects(); delete[] g_pFrameResources; - g_pFrameResources = NULL; + g_pFrameResources = nullptr; wgpuQueueRelease(g_defaultQueue); - g_wgpuDevice = NULL; + g_wgpuDevice = nullptr; g_numFramesInFlight = 0; g_frameIndex = UINT_MAX; } diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 43a9962ed..bc3ab5358 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -34,6 +34,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. @@ -76,7 +77,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. -// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. struct ImGui_ImplWin32_Data { @@ -105,14 +106,14 @@ struct ImGui_ImplWin32_Data // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } // Functions bool ImGui_ImplWin32_Init(void* hwnd) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); INT64 perf_frequency, perf_counter; if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) @@ -162,7 +163,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) void ImGui_ImplWin32_Shutdown() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); // Unload XInput library @@ -171,8 +172,8 @@ void ImGui_ImplWin32_Shutdown() ::FreeLibrary(bd->XInputDLL); #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - io.BackendPlatformName = NULL; - io.BackendPlatformUserData = NULL; + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; IM_DELETE(bd); } @@ -186,7 +187,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); + ::SetCursor(nullptr); } else { @@ -204,7 +205,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); } return true; } @@ -294,7 +295,7 @@ static void ImGui_ImplWin32_UpdateGamepads() io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; XINPUT_STATE xinput_state; XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; - if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; @@ -334,7 +335,7 @@ void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; @@ -503,7 +504,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg #endif IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { - if (ImGui::GetCurrentContext() == NULL) + if (ImGui::GetCurrentContext() == nullptr) return 0; ImGuiIO& io = ImGui::GetIO(); @@ -524,7 +525,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA break; case WM_MOUSELEAVE: if (bd->MouseHwnd == hwnd) - bd->MouseHwnd = NULL; + bd->MouseHwnd = nullptr; bd->MouseTracked = false; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); break; @@ -538,7 +539,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) ::SetCapture(hwnd); bd->MouseButtonsDown |= 1 << button; io.AddMouseButtonEvent(button, true); @@ -660,11 +661,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) { typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); - static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL; - if (RtlVerifyVersionInfoFn == NULL) + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); - if (RtlVerifyVersionInfoFn == NULL) + if (RtlVerifyVersionInfoFn == nullptr) return FALSE; RTL_OSVERSIONINFOEXW versionInfo = { }; @@ -733,10 +734,10 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) if (_IsWindows8Point1OrGreater()) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL; - if (GetDpiForMonitorFn == NULL && shcore_dll != NULL) + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); - if (GetDpiForMonitorFn != NULL) + if (GetDpiForMonitorFn != nullptr) { GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! @@ -744,11 +745,11 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) } } #ifndef NOGDI - const HDC dc = ::GetDC(NULL); + const HDC dc = ::GetDC(nullptr); xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - ::ReleaseDC(NULL, dc); + ::ReleaseDC(nullptr, dc); #endif return xdpi / 96.0f; }