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https://github.com/WinampDesktop/winamp.git
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dep/imgui: Update to 9499afdf5e7f22e2cf4bf7c365d18f7e1d07572b
This commit is contained in:
@ -57,10 +57,6 @@ struct VERTEX_CONSTANT_BUFFER
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX11_InitPlatformInterface();
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static void ImGui_ImplDX11_ShutdownPlatformInterface();
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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@ -487,7 +483,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx11";
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// Get factory from device
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@ -506,15 +501,11 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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if (pDXGIDevice) pDXGIDevice->Release();
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if (pDXGIAdapter) pDXGIAdapter->Release();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX11_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplDX11_Shutdown()
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{
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ImGui_ImplDX11_ShutdownPlatformInterface();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
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g_pd3dDevice = NULL;
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@ -526,120 +517,3 @@ void ImGui_ImplDX11_NewFrame()
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx11
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{
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IDXGISwapChain* SwapChain;
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ID3D11RenderTargetView* RTView;
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ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; }
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~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
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};
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static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
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viewport->RendererUserData = data;
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HWND hwnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferDesc.Width = (UINT)viewport->Size.x;
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sd.BufferDesc.Height = (UINT)viewport->Size.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1;
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sd.OutputWindow = hwnd;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = 0;
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IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
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g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
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// Create the render target
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if (data->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer;
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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if (data->RTView)
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data->RTView->Release();
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data->RTView = NULL;
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IM_DELETE(data);
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}
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viewport->RendererUserData = NULL;
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}
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static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
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if (data->RTView)
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{
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data->RTView->Release();
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data->RTView = NULL;
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}
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if (data->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
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ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
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data->SwapChain->Present(0, 0); // Present without vsync
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}
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static void ImGui_ImplDX11_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
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platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
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platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
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platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
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}
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static void ImGui_ImplDX11_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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@ -92,17 +92,12 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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static bool g_IsGLES = false;
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static bool g_IsGLES2 = false;
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// Forward Declarations
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// 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.
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if (GLAD_GL_ES_VERSION_3_0)
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@ -133,16 +128,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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@ -571,31 +561,3 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplOpenGL3_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
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}
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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@ -43,8 +43,6 @@ void ImGui::StyleColorsDarker(ImGuiStyle* dst)
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colors[ImGuiCol_TabActive] = ImVec4(0.27f, 0.32f, 0.38f, 1.00f);
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colors[ImGuiCol_TabUnfocused] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_DockingPreview] = ImVec4(0.26f, 0.59f, 0.98f, 0.70f);
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colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
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colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
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colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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