diff --git a/examples/allegro5_example/imgui_impl_a5.cpp b/examples/allegro5_example/imgui_impl_a5.cpp index d837edfa..479702b9 100644 --- a/examples/allegro5_example/imgui_impl_a5.cpp +++ b/examples/allegro5_example/imgui_impl_a5.cpp @@ -10,6 +10,12 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui, Original code by @birthggd +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + #include // uint64_t #include // memcpy #include "imgui.h" @@ -35,7 +41,9 @@ struct ImDrawVertAllegro ALLEGRO_COLOR col; }; -void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data) { int op, src, dst; al_get_blender(&op, &src, &dst); @@ -190,7 +198,6 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. #ifdef _WIN32 io.ImeWindowHandle = al_get_win_window_handle(g_Display); #endif diff --git a/examples/allegro5_example/imgui_impl_a5.h b/examples/allegro5_example/imgui_impl_a5.h index 7f164435..ccc3ac45 100644 --- a/examples/allegro5_example/imgui_impl_a5.h +++ b/examples/allegro5_example/imgui_impl_a5.h @@ -18,6 +18,7 @@ union ALLEGRO_EVENT; IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); IMGUI_API void ImGui_ImplA5_Shutdown(); IMGUI_API void ImGui_ImplA5_NewFrame(); +IMGUI_API void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index 92368950..1478573c 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -114,6 +114,7 @@ int main(int, char**) // Rendering al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w)); ImGui::Render(); + ImGui_ImplA5_RenderDrawData(ImGui::GetDrawData()); al_flip_display(); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index 0d3f9233..10da969e 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. @@ -57,10 +58,9 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { ID3D10Device* ctx = g_pd3dDevice; @@ -570,7 +570,6 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; diff --git a/examples/directx10_example/imgui_impl_dx10.h b/examples/directx10_example/imgui_impl_dx10.h index 604b7b63..a4741847 100644 --- a/examples/directx10_example/imgui_impl_dx10.h +++ b/examples/directx10_example/imgui_impl_dx10.h @@ -13,6 +13,7 @@ struct ID3D10Device; IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device); IMGUI_API void ImGui_ImplDX10_Shutdown(); IMGUI_API void ImGui_ImplDX10_NewFrame(); +IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects(); diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 0198b34f..f20f6881 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -206,6 +206,7 @@ int main(int, char**) g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui::Render(); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 29a4af4f..a0e9d7f3 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. @@ -57,10 +58,9 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { ID3D11DeviceContext* ctx = g_pd3dDeviceContext; @@ -572,7 +572,6 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/directx11_example/imgui_impl_dx11.h index 90bfe4fe..9364b0ca 100644 --- a/examples/directx11_example/imgui_impl_dx11.h +++ b/examples/directx11_example/imgui_impl_dx11.h @@ -14,6 +14,7 @@ struct ID3D11DeviceContext; IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_API void ImGui_ImplDX11_Shutdown(); IMGUI_API void ImGui_ImplDX11_NewFrame(); +IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index b1127fc8..f6dc6f74 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -209,6 +209,7 @@ int main(int, char**) g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp index c89b2478..e960b7c5 100644 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ b/examples/directx9_example/imgui_impl_dx9.cpp @@ -8,6 +8,12 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + #include "imgui.h" #include "imgui_impl_dx9.h" @@ -34,10 +40,9 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized ImGuiIO& io = ImGui::GetIO(); @@ -276,7 +281,6 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h index 41fa743d..e0ea2dea 100644 --- a/examples/directx9_example/imgui_impl_dx9.h +++ b/examples/directx9_example/imgui_impl_dx9.h @@ -13,6 +13,7 @@ struct IDirect3DDevice9; IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); IMGUI_API void ImGui_ImplDX9_Shutdown(); IMGUI_API void ImGui_ImplDX9_NewFrame(); +IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index dd4227ec..16482b3a 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -169,6 +169,7 @@ int main(int, char**) if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); diff --git a/examples/marmalade_example/imgui_impl_marmalade.cpp b/examples/marmalade_example/imgui_impl_marmalade.cpp index 8342a701..947bcbd6 100644 --- a/examples/marmalade_example/imgui_impl_marmalade.cpp +++ b/examples/marmalade_example/imgui_impl_marmalade.cpp @@ -11,6 +11,12 @@ // Copyright (C) 2015 by Giovanni Zito // This file is part of ImGui +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + #include "imgui.h" #include "imgui_impl_marmalade.h" @@ -30,8 +36,9 @@ static bool g_osdKeyboardEnabled = false; // use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f); -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) { // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) ImGuiIO& io = ImGui::GetIO(); @@ -232,7 +239,6 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_Y] = s3eKeyY; io.KeyMap[ImGuiKey_Z] = s3eKeyZ; - io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; diff --git a/examples/marmalade_example/imgui_impl_marmalade.h b/examples/marmalade_example/imgui_impl_marmalade.h index 79b5e50a..c41a5e8f 100644 --- a/examples/marmalade_example/imgui_impl_marmalade.h +++ b/examples/marmalade_example/imgui_impl_marmalade.h @@ -14,6 +14,7 @@ IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_API void ImGui_Marmalade_Shutdown(); IMGUI_API void ImGui_Marmalade_NewFrame(); +IMGUI_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_Marmalade_InvalidateDeviceObjects(); diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index 0b862399..f2ddae40 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -100,6 +100,7 @@ int main(int, char**) IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); IwGxClear(); ImGui::Render(); + ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); IwGxSwapBuffers(); s3eDeviceYield(0); diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp index ce97f272..2630f164 100644 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.cpp +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp @@ -19,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. @@ -49,10 +50,10 @@ static double g_Time = 0.0f; static bool g_MouseJustPressed[3] = { false, false, false }; static GLuint g_FontTexture = 0; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -241,7 +242,6 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; io.ClipboardUserData = g_Window; diff --git a/examples/opengl2_example/imgui_impl_glfw_gl2.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h index 91d1e087..268b0e49 100644 --- a/examples/opengl2_example/imgui_impl_glfw_gl2.h +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.h @@ -18,6 +18,7 @@ struct GLFWwindow; IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); +IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index d0b500c8..caae8c2b 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -110,6 +110,7 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); + ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 2e0863f3..9c82abc5 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-01-25: Inputs: Added gamepad support if ImGuiNavFlags_EnableGamepad is set. @@ -50,10 +51,10 @@ static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -356,7 +357,6 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; io.ClipboardUserData = g_Window; diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h index 6b4101f2..0e039d8d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.h +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h @@ -16,6 +16,7 @@ struct GLFWwindow; IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API void ImGui_ImplGlfwGL3_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL3_NewFrame(); +IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a13cbe5c..a5f59e8a 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -115,6 +115,7 @@ int main(int, char**) glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); + ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index 17c29edc..26cf8c65 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -19,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). @@ -43,10 +44,10 @@ static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; static GLuint g_FontTexture = 0; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -245,7 +246,6 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; - io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.ClipboardUserData = NULL; diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h index 915ae52d..4df1c169 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h @@ -19,6 +19,7 @@ typedef union SDL_Event SDL_Event; IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index f7926d00..8f4ca93d 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -122,6 +122,7 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui::Render(); + ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); } diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index a5098831..b73fdbde 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). @@ -48,7 +49,7 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -359,7 +360,6 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; - io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.ClipboardUserData = NULL; diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h index 3f76e294..fa111a17 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h @@ -16,6 +16,7 @@ typedef union SDL_Event SDL_Event; IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index af25fdf0..a3fc625c 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -121,6 +121,7 @@ int main(int, char**) glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); + ImGui_ImplSdlGL3_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); } diff --git a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp index 70fa6cc4..8e93e7e9 100644 --- a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp +++ b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplGlfwVulkan_Render() calls ImGui_ImplGlfwVulkan_RenderDrawData() itself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. @@ -165,7 +166,7 @@ static void ImGui_ImplGlfwVulkan_VkResult(VkResult err) } // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwVulkan_RenderDrawData(ImDrawData* draw_data) { VkResult err; ImGuiIO& io = ImGui::GetIO(); @@ -778,7 +779,6 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwVulkan_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText; io.ClipboardUserData = g_Window; @@ -851,6 +851,7 @@ void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer) { g_CommandBuffer = command_buffer; ImGui::Render(); + ImGui_ImplGlfwVulkan_RenderDrawData(ImGui::GetDrawData()); g_CommandBuffer = VK_NULL_HANDLE; g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; } diff --git a/imgui.cpp b/imgui.cpp index 29bafca6..3eb51958 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -131,7 +131,6 @@ ImGuiIO& io = ImGui::GetIO(); io.DisplaySize.x = 1920.0f; io.DisplaySize.y = 1280.0f; - io.RenderDrawListsFn = MyRenderFunction; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access render data. // TODO: Fill others settings of the io structure later. // Load texture atlas (there is a default font so you don't need to care about choosing a font yet) @@ -162,6 +161,7 @@ // Render & swap video buffers ImGui::Render(); + MyImGuiRenderFunction(ImGui::GetDrawData()); SwapBuffers(); } @@ -250,6 +250,7 @@ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Also read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/07 (1.60) - reorganized context handling to be more explicit, - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. - removed Shutdown() function, as DestroyContext() serve this purpose. @@ -882,15 +883,18 @@ ImGuiIO::ImGuiIO() OptMacOSXBehaviors = false; #endif OptCursorBlink = true; - + // Settings (User Functions) - RenderDrawListsFn = NULL; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; ImeWindowHandle = NULL; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + RenderDrawListsFn = NULL; +#endif + // Input (NB: we already have memset zero the entire structure) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); @@ -2657,7 +2661,7 @@ ImGuiStyle& ImGui::GetStyle() return GImGui->Style; } -// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { return GImGui->DrawData.Valid ? &GImGui->DrawData : NULL; @@ -4079,8 +4083,10 @@ void ImGui::Render() g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) g.IO.RenderDrawListsFn(&g.DrawData); +#endif } } diff --git a/imgui.h b/imgui.h index 60d027e0..d421e224 100644 --- a/imgui.h +++ b/imgui.h @@ -147,9 +147,9 @@ namespace ImGui // Main IMGUI_API ImGuiIO& GetIO(); IMGUI_API ImGuiStyle& GetStyle(); - IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set. + IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead! // Demo, Debug, Informations @@ -981,11 +981,6 @@ struct ImGuiIO // Settings (User Functions) //------------------------------------------------------------------ - // Rendering function, will be called in Render(). - // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer. - // See example applications if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawData* data); - // Optional: access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) const char* (*GetClipboardTextFn)(void* user_data); @@ -997,6 +992,12 @@ struct ImGuiIO void (*ImeSetInputScreenPosFn)(int x, int y); void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). + // See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); +#endif + //------------------------------------------------------------------ // Input - Fill before calling NewFrame() //------------------------------------------------------------------