update Dear ImGui to 1.91.4
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41 changed files with 1145 additions and 791 deletions
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@ -24,6 +24,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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@ -83,8 +84,8 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
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}
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// Forward Declarations
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static void ImGui_ImplOpenGL2_InitPlatformInterface();
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static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
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static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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@ -99,8 +100,7 @@ bool ImGui_ImplOpenGL2_Init()
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io.BackendRendererName = "imgui_impl_opengl2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL2_InitPlatformInterface();
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ImGui_ImplOpenGL2_InitMultiViewportSupport();
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return true;
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}
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@ -111,7 +111,7 @@ void ImGui_ImplOpenGL2_Shutdown()
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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@ -206,16 +206,16 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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@ -223,7 +223,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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@ -277,6 +277,8 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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@ -329,13 +331,13 @@ static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
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ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplOpenGL2_InitPlatformInterface()
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static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
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}
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static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
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static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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