diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index b5de39e4..ac2fa2d9 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -9,13 +9,14 @@ // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. @@ -53,13 +54,24 @@ #pragma warning (disable: 4127) // condition expression is constant #endif -// Data -static ALLEGRO_DISPLAY* g_Display = NULL; -static ALLEGRO_BITMAP* g_Texture = NULL; -static double g_Time = 0.0; -static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; -static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; -static char* g_ClipboardTextData = NULL; +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + + ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplAllegro5_Data* g_Data; +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplAllegro5_Data); return g_Data; } +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplAllegro5_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } struct ImDrawVertAllegro { @@ -96,6 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) return; // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); int last_clip_x, last_clip_y, last_clip_w, last_clip_h; @@ -161,7 +174,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) // Draw ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y); - al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); + al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); } idx_offset += pcmd->ElemCount; } @@ -177,6 +190,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplAllegro5_CreateDeviceObjects() { // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; @@ -210,12 +224,12 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() // Store our identifier io.Fonts->SetTexID((void*)cloned_img); - g_Texture = cloned_img; + bd->Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); - g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); al_destroy_bitmap(mouse_cursor); return true; @@ -223,41 +237,48 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() void ImGui_ImplAllegro5_InvalidateDeviceObjects() { - if (g_Texture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) { - ImGuiIO& io = ImGui::GetIO(); io.Fonts->SetTexID(NULL); - al_destroy_bitmap(g_Texture); - g_Texture = NULL; + al_destroy_bitmap(bd->Texture); + bd->Texture = NULL; } - if (g_MouseCursorInvisible) + if (bd->MouseCursorInvisible) { - al_destroy_mouse_cursor(g_MouseCursorInvisible); - g_MouseCursorInvisible = NULL; + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = NULL; } } #if ALLEGRO_HAS_CLIPBOARD static const char* ImGui_ImplAllegro5_GetClipboardText(void*) { - if (g_ClipboardTextData) - al_free(g_ClipboardTextData); - g_ClipboardTextData = al_get_clipboard_text(g_Display); - return g_ClipboardTextData; + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; } static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) { - al_set_clipboard_text(g_Display, text); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); } #endif bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) { - g_Display = display; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_CreateBackendData(); + bd->Display = display; // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; @@ -271,7 +292,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, { 0, 0, 0 } }; - g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT; @@ -308,18 +329,20 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) void ImGui_ImplAllegro5_Shutdown() { + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_InvalidateDeviceObjects(); - g_Display = NULL; - g_Time = 0.0; + bd->Display = NULL; + bd->Time = 0.0; - if (g_VertexDecl) - al_destroy_vertex_decl(g_VertexDecl); - g_VertexDecl = NULL; + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + bd->VertexDecl = NULL; - if (g_ClipboardTextData) - al_free(g_ClipboardTextData); - g_ClipboardTextData = NULL; + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = NULL; + ImGui_ImplAllegro5_DestroyBackendData(); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -329,11 +352,12 @@ void ImGui_ImplAllegro5_Shutdown() bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: - if (ev->mouse.display == g_Display) + if (ev->mouse.display == bd->Display) { io.MouseWheel += ev->mouse.dz; io.MouseWheelH -= ev->mouse.dw; @@ -342,31 +366,31 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) return true; case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: case ALLEGRO_EVENT_MOUSE_BUTTON_UP: - if (ev->mouse.display == g_Display && ev->mouse.button <= 5) + if (ev->mouse.display == bd->Display && ev->mouse.button <= 5) io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); return true; case ALLEGRO_EVENT_TOUCH_MOVE: - if (ev->touch.display == g_Display) + if (ev->touch.display == bd->Display) io.MousePos = ImVec2(ev->touch.x, ev->touch.y); return true; case ALLEGRO_EVENT_TOUCH_BEGIN: case ALLEGRO_EVENT_TOUCH_END: case ALLEGRO_EVENT_TOUCH_CANCEL: - if (ev->touch.display == g_Display && ev->touch.primary) + if (ev->touch.display == bd->Display && ev->touch.primary) io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); return true; case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: - if (ev->mouse.display == g_Display) + if (ev->mouse.display == bd->Display) io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); return true; case ALLEGRO_EVENT_KEY_CHAR: - if (ev->keyboard.display == g_Display) + if (ev->keyboard.display == bd->Display) if (ev->keyboard.unichar != 0) io.AddInputCharacter((unsigned int)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: - if (ev->keyboard.display == g_Display) + if (ev->keyboard.display == bd->Display) io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); return true; } @@ -379,11 +403,12 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - al_set_mouse_cursor(g_Display, g_MouseCursorInvisible); + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); } else { @@ -398,27 +423,28 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } - al_set_system_mouse_cursor(g_Display, cursor_id); + al_set_system_mouse_cursor(bd->Display, cursor_id); } } void ImGui_ImplAllegro5_NewFrame() { - if (!g_Texture) + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (!bd->Texture) ImGui_ImplAllegro5_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; - w = al_get_display_width(g_Display); - h = al_get_display_height(g_Display); + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); io.DisplaySize = ImVec2((float)w, (float)h); // Setup time step double current_time = al_get_time(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; // Setup inputs ALLEGRO_KEYBOARD_STATE keys; diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp index 8730c876..aae8e6b8 100644 --- a/backends/imgui_impl_android.cpp +++ b/backends/imgui_impl_android.cpp @@ -157,7 +157,6 @@ void ImGui_ImplAndroid_Shutdown() void ImGui_ImplAndroid_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Process queued key events // FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue. diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 688d429d..ca8cb5da 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -6,7 +6,7 @@ // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). @@ -42,20 +43,32 @@ #endif // DirectX data -static ID3D10Device* g_pd3dDevice = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D10Buffer* g_pVB = NULL; -static ID3D10Buffer* g_pIB = NULL; -static ID3D10VertexShader* g_pVertexShader = NULL; -static ID3D10InputLayout* g_pInputLayout = NULL; -static ID3D10Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10PixelShader* g_pPixelShader = NULL; -static ID3D10SamplerState* g_pFontSampler = NULL; -static ID3D10ShaderResourceView*g_pFontTextureView = NULL; -static ID3D10RasterizerState* g_pRasterizerState = NULL; -static ID3D10BlendState* g_pBlendState = NULL; -static ID3D10DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplDX10_Data* g_Data; +static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; } +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } struct VERTEX_CONSTANT_BUFFER { @@ -66,8 +79,11 @@ struct VERTEX_CONSTANT_BUFFER static void ImGui_ImplDX10_InitPlatformInterface(); static void ImGui_ImplDX10_ShutdownPlatformInterface(); +// Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); @@ -81,21 +97,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + 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(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->VSSetShader(bd->pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->GSSetShader(NULL); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -105,43 +121,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D10Device* ctx = g_pd3dDevice; + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* ctx = bd->pd3dDevice; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; - g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); - g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + 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++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -150,14 +167,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unmap(); - g_pIB->Unmap(); + bd->pVB->Unmap(); + bd->pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; - if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; float L = draw_data->DisplayPos.x; @@ -172,7 +189,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - g_pVertexConstantBuffer->Unmap(); + bd->pVertexConstantBuffer->Unmap(); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -276,6 +293,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) static void ImGui_ImplDX10_CreateFontsTexture() { // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; @@ -300,7 +318,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view @@ -310,12 +328,12 @@ static void ImGui_ImplDX10_CreateFontsTexture() srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler { @@ -329,15 +347,16 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX10_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -379,7 +398,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() ID3DBlob* vertexShaderBlob; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; @@ -392,7 +411,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; @@ -407,7 +426,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } @@ -432,7 +451,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() ID3DBlob* pixelShaderBlob; if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; @@ -453,7 +472,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -464,7 +483,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.CullMode = D3D10_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -478,7 +497,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX10_CreateFontsTexture(); @@ -488,27 +507,31 @@ bool ImGui_ImplDX10_CreateDeviceObjects() void ImGui_ImplDX10_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + 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; } } bool ImGui_ImplDX10_Init(ID3D10Device* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) @@ -517,17 +540,16 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; IDXGIFactory* pFactory = NULL; - 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) { - g_pd3dDevice = device; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); + bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX10_InitPlatformInterface(); @@ -536,15 +558,22 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) void ImGui_ImplDX10_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ShutdownPlatformInterface(); ImGui_ImplDX10_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplDX10_DestroyBackendData(); } void ImGui_ImplDX10_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); } @@ -566,6 +595,7 @@ struct ImGuiViewportDataDx10 static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)(); viewport->RendererUserData = data; @@ -590,14 +620,14 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) sd.Flags = 0; IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL); - g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &data->SwapChain); // Create the render target if (data->SwapChain) { ID3D10Texture2D* pBackBuffer; data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); pBackBuffer->Release(); } } @@ -620,6 +650,7 @@ static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData; if (data->RTView) { @@ -632,18 +663,19 @@ static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) { + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); - g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL); + bd->pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) - g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color); + bd->pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color); ImGui_ImplDX10_RenderDrawData(viewport->DrawData); } diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index ee847c61..daeeb483 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -6,7 +6,7 @@ // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -14,6 +14,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). @@ -41,22 +42,34 @@ #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif -// DirectX data -static ID3D11Device* g_pd3dDevice = NULL; -static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; -static IDXGIFactory* g_pFactory = NULL; -static ID3D11Buffer* g_pVB = NULL; -static ID3D11Buffer* g_pIB = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static ID3D11DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplDX11_Data* g_Data; +static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; } +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } struct VERTEX_CONSTANT_BUFFER { @@ -67,8 +80,11 @@ struct VERTEX_CONSTANT_BUFFER static void ImGui_ImplDX11_InitPlatformInterface(); static void ImGui_ImplDX11_ShutdownPlatformInterface(); +// Functions static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + // Setup viewport D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(D3D11_VIEWPORT)); @@ -82,14 +98,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC // Setup shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetInputLayout(bd->pInputLayout); + 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(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); + ctx->VSSetShader(bd->pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader, NULL, 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.. @@ -97,9 +113,9 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); } // Render function @@ -109,42 +125,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) + if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; - if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; @@ -156,14 +173,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } - ctx->Unmap(g_pVB, 0); - ctx->Unmap(g_pIB, 0); + ctx->Unmap(bd->pVB, 0); + ctx->Unmap(bd->pIB, 0); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; float L = draw_data->DisplayPos.x; @@ -178,7 +195,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(g_pVertexConstantBuffer, 0); + ctx->Unmap(bd->pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) @@ -289,6 +306,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -312,7 +330,7 @@ static void ImGui_ImplDX11_CreateFontsTexture() subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view @@ -322,12 +340,12 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_pFontTextureView); + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler { @@ -341,15 +359,16 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX11_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return false; - if (g_pFontSampler) + if (bd->pFontSampler) ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) @@ -391,7 +410,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ID3DBlob* vertexShaderBlob; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; @@ -404,7 +423,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; @@ -419,7 +438,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); + bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } @@ -444,7 +463,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ID3DBlob* pixelShaderBlob; if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; @@ -465,7 +484,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state @@ -476,7 +495,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.CullMode = D3D11_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State @@ -490,7 +509,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX11_CreateFontsTexture(); @@ -500,27 +519,31 @@ bool ImGui_ImplDX11_CreateDeviceObjects() void ImGui_ImplDX11_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) return; - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } + 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; } } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) @@ -534,14 +557,14 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { - g_pd3dDevice = device; - g_pd3dDeviceContext = device_context; - g_pFactory = pFactory; + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); - g_pd3dDevice->AddRef(); - g_pd3dDeviceContext->AddRef(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX11_InitPlatformInterface(); @@ -551,16 +574,23 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co void ImGui_ImplDX11_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ShutdownPlatformInterface(); ImGui_ImplDX11_InvalidateDeviceObjects(); - if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } - if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplDX11_DestroyBackendData(); } void ImGui_ImplDX11_NewFrame() { - if (!g_pFontSampler) + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); } @@ -582,6 +612,7 @@ struct ImGuiViewportDataDx11 static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)(); viewport->RendererUserData = data; @@ -606,14 +637,14 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) sd.Flags = 0; IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL); - g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &data->SwapChain); // Create the render target if (data->SwapChain) { ID3D11Texture2D* pBackBuffer; data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); pBackBuffer->Release(); } } @@ -636,6 +667,7 @@ static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData; if (data->RTView) { @@ -648,18 +680,19 @@ static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) { + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); - g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) - g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color); + bd->pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color); ImGui_ImplDX11_RenderDrawData(viewport->DrawData); } diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 808d099d..8b00e19d 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -23,6 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. @@ -51,15 +52,26 @@ #endif // DirectX data -static ID3D12Device* g_pd3dDevice = NULL; -static ID3D12RootSignature* g_pRootSignature = NULL; -static ID3D12PipelineState* g_pPipelineState = NULL; -static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; -static ID3D12Resource* g_pFontTextureResource = NULL; -static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; -static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; -static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; -static UINT g_numFramesInFlight = 0; +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + + ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplDX12_Data* g_Data; +static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; } +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Buffers used during the rendering of a frame struct ImGui_ImplDX12_RenderBuffers @@ -91,13 +103,14 @@ struct ImGuiViewportDataDx12 ID3D12Fence* Fence; UINT64 FenceSignaledValue; HANDLE FenceEvent; + UINT NumFramesInFlight; ImGui_ImplDX12_FrameContext* FrameCtx; // Render buffers UINT FrameIndex; ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; - ImGuiViewportDataDx12() + ImGuiViewportDataDx12(UINT num_frames_in_flight) { CommandQueue = NULL; CommandList = NULL; @@ -106,11 +119,12 @@ struct ImGuiViewportDataDx12 Fence = NULL; FenceSignaledValue = 0; FenceEvent = NULL; - FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight]; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; FrameIndex = UINT_MAX; - FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight]; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < NumFramesInFlight; ++i) { FrameCtx[i].CommandAllocator = NULL; FrameCtx[i].RenderTarget = NULL; @@ -130,7 +144,7 @@ struct ImGuiViewportDataDx12 IM_ASSERT(Fence == NULL); IM_ASSERT(FenceEvent == NULL); - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < NumFramesInFlight; ++i) { IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL); IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL); @@ -167,6 +181,8 @@ static void ImGui_ImplDX12_ShutdownPlatformInterface(); static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). VERTEX_CONSTANT_BUFFER vertex_constant_buffer; @@ -211,8 +227,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(g_pPipelineState); - ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor @@ -227,9 +243,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData; render_data->FrameIndex++; - ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight]; + ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) @@ -252,7 +269,7 @@ 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 (g_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, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) @@ -275,7 +292,7 @@ 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 (g_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, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } @@ -346,6 +363,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -373,7 +391,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() desc.Flags = D3D12_RESOURCE_FLAG_NONE; ID3D12Resource* pTexture = NULL; - g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); @@ -395,7 +413,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; ID3D12Resource* uploadBuffer = NULL; - HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); @@ -430,7 +448,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; ID3D12Fence* fence = NULL; - hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); @@ -442,15 +460,15 @@ static void ImGui_ImplDX12_CreateFontsTexture() queueDesc.NodeMask = 1; ID3D12CommandQueue* cmdQueue = NULL; - hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); IM_ASSERT(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; - hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; - hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); @@ -481,9 +499,9 @@ static void ImGui_ImplDX12_CreateFontsTexture() srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - SafeRelease(g_pFontTextureResource); - g_pFontTextureResource = pTexture; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; } // Store our identifier @@ -494,15 +512,16 @@ static void ImGui_ImplDX12_CreateFontsTexture() // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) - static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr); + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; - if (g_pPipelineState) + if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); // Create the root signature @@ -583,7 +602,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; - g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); blob->Release(); } @@ -597,10 +616,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects() memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.pRootSignature = g_pRootSignature; + psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; @@ -719,7 +738,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() desc.BackFace = desc.FrontFace; } - HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); vertexShaderBlob->Release(); pixelShaderBlob->Release(); if (result_pipeline_state != S_OK) @@ -732,54 +751,58 @@ bool ImGui_ImplDX12_CreateDeviceObjects() void ImGui_ImplDX12_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - SafeRelease(g_pRootSignature); - SafeRelease(g_pPipelineState); - SafeRelease(g_pFontTextureResource); - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + 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. } bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData(); + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; + + // Setup backend capabilities flags + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished.. - - g_pd3dDevice = device; - g_RTVFormat = rtv_format; - g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; - g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; - g_numFramesInFlight = num_frames_in_flight; - g_pd3dSrvDescHeap = cbv_srv_heap; + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); // Create a dummy ImGuiViewportDataDx12 holder for the main viewport, // Since this is created and managed by the application, we will only use the ->Resources[] fields. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)(); - - // Setup backend capabilities flags - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplDX12_InitPlatformInterface(); + main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight); return true; } void ImGui_ImplDX12_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + // Manually delete main viewport render resources in-case we haven't initialized for viewports ImGuiViewport* main_viewport = ImGui::GetMainViewport(); if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData) { // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]); IM_DELETE(data); main_viewport->RendererUserData = NULL; @@ -789,16 +812,15 @@ void ImGui_ImplDX12_Shutdown() ImGui_ImplDX12_ShutdownPlatformInterface(); ImGui_ImplDX12_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hFontSrvCpuDescHandle.ptr = 0; - g_hFontSrvGpuDescHandle.ptr = 0; - g_numFramesInFlight = 0; - g_pd3dSrvDescHeap = NULL; + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplDX12_DestroyBackendData(); } void ImGui_ImplDX12_NewFrame() { - if (!g_pPipelineState) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd->pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); } @@ -810,7 +832,8 @@ void ImGui_ImplDX12_NewFrame() static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) { - ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight); viewport->RendererUserData = data; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). @@ -826,23 +849,23 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; HRESULT res = S_OK; - res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue)); + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue)); IM_ASSERT(res == S_OK); // Create command allocator. - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < bd->numFramesInFlight; ++i) { - res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator)); + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator)); IM_ASSERT(res == S_OK); } // Create command list. - res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList)); + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList)); IM_ASSERT(res == S_OK); data->CommandList->Close(); // Create fence. - res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence)); + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence)); IM_ASSERT(res == S_OK); data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); @@ -852,10 +875,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. DXGI_SWAP_CHAIN_DESC1 sd1; ZeroMemory(&sd1, sizeof(sd1)); - sd1.BufferCount = g_numFramesInFlight; + sd1.BufferCount = bd->numFramesInFlight; sd1.Width = (UINT)viewport->Size.x; sd1.Height = (UINT)viewport->Size.y; - sd1.Format = g_RTVFormat; + sd1.Format = bd->RTVFormat; sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd1.SampleDesc.Count = 1; sd1.SampleDesc.Quality = 0; @@ -884,32 +907,32 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; - desc.NumDescriptors = g_numFramesInFlight; + desc.NumDescriptors = bd->numFramesInFlight; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; - HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)); + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)); IM_ASSERT(hr == S_OK); - SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; rtv_handle.ptr += rtv_descriptor_size; } ID3D12Resource* back_buffer; - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL); data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); - g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); data->FrameCtx[i].RenderTarget = back_buffer; } } - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]); } @@ -930,6 +953,7 @@ static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data) static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData) { ImGui_WaitForPendingOperations(data); @@ -942,7 +966,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) ::CloseHandle(data->FenceEvent); data->FenceEvent = NULL; - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { SafeRelease(data->FrameCtx[i].RenderTarget); SafeRelease(data->FrameCtx[i].CommandAllocator); @@ -955,21 +979,22 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; ImGui_WaitForPendingOperations(data); - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) SafeRelease(data->FrameCtx[i].RenderTarget); if (data->SwapChain) { ID3D12Resource* back_buffer = NULL; data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); - for (UINT i = 0; i < g_numFramesInFlight; i++) + for (UINT i = 0; i < bd->numFramesInFlight; i++) { data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); - g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); data->FrameCtx[i].RenderTarget = back_buffer; } } @@ -977,9 +1002,10 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; - ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight]; + ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % bd->numFramesInFlight]; UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex(); const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); @@ -1000,7 +1026,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL); - cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index cbf1c056..98620c09 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -14,6 +14,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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) // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). @@ -37,11 +39,23 @@ #include // DirectX data -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplDX9_Data* g_Data; +static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; } +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } struct CUSTOMVERTEX { @@ -63,8 +77,11 @@ static void ImGui_ImplDX9_ShutdownPlatformInterface(); static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); +// Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; @@ -72,39 +89,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); + bd->pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); - g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetPixelShader(NULL); + bd->pd3dDevice->SetVertexShader(NULL); + bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. @@ -122,9 +141,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f } } }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } } @@ -136,24 +155,25 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) return; // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } + 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) return; } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) + if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } + 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) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() < 0) { @@ -163,21 +183,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; - g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) { d3d9_state_block->Release(); return; } - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) { - g_pVB->Unlock(); + bd->pVB->Unlock(); d3d9_state_block->Release(); return; } @@ -204,11 +224,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + bd->pVB->Unlock(); + bd->pIB->Unlock(); + bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + bd->pd3dDevice->SetIndices(bd->pIB); + bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); @@ -237,9 +257,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); - g_pd3dDevice->SetTexture(0, texture); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + bd->pd3dDevice->SetTexture(0, texture); + bd->pd3dDevice->SetScissorRect(&r); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -249,12 +269,12 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) if (global_vtx_offset == 0) - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); // Restore the DX9 transform - g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state d3d9_state_block->Apply(); @@ -263,14 +283,18 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - g_pd3dDevice = device; - g_pd3dDevice->AddRef(); + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX9_InitPlatformInterface(); @@ -280,15 +304,22 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) void ImGui_ImplDX9_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ShutdownPlatformInterface(); ImGui_ImplDX9_InvalidateDeviceObjects(); - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; } + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplDX9_DestroyBackendData(); } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); @@ -305,18 +336,18 @@ static bool ImGui_ImplDX9_CreateFontsTexture() #endif // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + bd->FontTexture = NULL; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) return false; D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 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); - g_FontTexture->UnlockRect(0); + bd->FontTexture->UnlockRect(0); // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_FontTexture); + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) @@ -328,7 +359,8 @@ static bool ImGui_ImplDX9_CreateFontsTexture() bool ImGui_ImplDX9_CreateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; @@ -338,17 +370,19 @@ bool ImGui_ImplDX9_CreateDeviceObjects() void ImGui_ImplDX9_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + 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. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); } void ImGui_ImplDX9_NewFrame() { - if (!g_FontTexture) + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); } @@ -370,6 +404,7 @@ struct ImGuiViewportDataDx9 static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)(); viewport->RendererUserData = data; @@ -389,7 +424,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync - HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); IM_ASSERT(data->SwapChain != NULL); } @@ -410,6 +445,7 @@ static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData; if (data->SwapChain) { @@ -417,13 +453,14 @@ static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) data->SwapChain = NULL; data->d3dpp.BackBufferWidth = (UINT)size.x; data->d3dpp.BackBufferHeight = (UINT)size.y; - HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); } } static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) { + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); @@ -431,22 +468,22 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) LPDIRECT3DSURFACE9 last_render_target = NULL; LPDIRECT3DSURFACE9 last_depth_stencil = NULL; data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); - g_pd3dDevice->GetRenderTarget(0, &last_render_target); - g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); - g_pd3dDevice->SetRenderTarget(0, render_target); - g_pd3dDevice->SetDepthStencilSurface(NULL); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); - g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); } ImGui_ImplDX9_RenderDrawData(viewport->DrawData); // Restore render target - g_pd3dDevice->SetRenderTarget(0, last_render_target); - g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); render_target->Release(); last_render_target->Release(); if (last_depth_stencil) last_depth_stencil->Release(); diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index c2769644..14410a91 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -13,7 +13,7 @@ // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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). // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. @@ -73,34 +74,47 @@ #define GLFW_HAS_MOUSE_PASSTHROUGH (0) #endif -// Data +// GLFW data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; -static GLFWwindow* g_Window = NULL; // Main window -static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; -static double g_Time = 0.0; -static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {}; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static GLFWwindow* g_KeyOwnerWindows[512] = {}; -static bool g_InstalledCallbacks = false; -static bool g_WantUpdateMonitors = true; - -// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any. -static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; -static GLFWscrollfun g_PrevUserCallbackScroll = NULL; -static GLFWkeyfun g_PrevUserCallbackKey = NULL; -static GLFWcharfun g_PrevUserCallbackChar = NULL; -static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + bool MouseJustPressed[ImGuiMouseButton_COUNT]; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + GLFWwindow* KeyOwnerWindows[512]; + bool InstalledCallbacks; + bool WantUpdateMonitors; + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; + + ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplGlfw_Data* g_Data; +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; } +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Forward Declarations static void ImGui_ImplGlfw_UpdateMonitors(); static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); +// Functions static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); @@ -113,17 +127,19 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { - if (g_PrevUserCallbackMousebutton != NULL && window == g_Window) - g_PrevUserCallbackMousebutton(window, button, action, mods); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) + bd->PrevUserCallbackMousebutton(window, button, action, mods); - if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) - g_MouseJustPressed[button] = true; + if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) + bd->MouseJustPressed[button] = true; } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { - if (g_PrevUserCallbackScroll != NULL && window == g_Window) - g_PrevUserCallbackScroll(window, xoffset, yoffset); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); ImGuiIO& io = ImGui::GetIO(); io.MouseWheelH += (float)xoffset; @@ -132,8 +148,9 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { - if (g_PrevUserCallbackKey != NULL && window == g_Window) - g_PrevUserCallbackKey(window, key, scancode, action, mods); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != NULL && window == bd->Window) + bd->PrevUserCallbackKey(window, key, scancode, action, mods); ImGuiIO& io = ImGui::GetIO(); if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) @@ -141,12 +158,12 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a if (action == GLFW_PRESS) { io.KeysDown[key] = true; - g_KeyOwnerWindows[key] = window; + bd->KeyOwnerWindows[key] = window; } if (action == GLFW_RELEASE) { io.KeysDown[key] = false; - g_KeyOwnerWindows[key] = NULL; + bd->KeyOwnerWindows[key] = NULL; } } @@ -163,8 +180,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { - if (g_PrevUserCallbackChar != NULL && window == g_Window) - g_PrevUserCallbackChar(window, c); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != NULL && window == bd->Window) + bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); io.AddInputCharacter(c); @@ -172,23 +190,29 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { - g_WantUpdateMonitors = true; + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { - g_Window = window; - g_Time = 0.0; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_CreateBackendData(); + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) #endif - io.BackendPlatformName = "imgui_impl_glfw"; // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; @@ -216,45 +240,45 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = g_Window; + io.ClipboardUserData = bd->Window; // 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); - g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); #if GLFW_HAS_NEW_CURSORS - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); #else - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - g_PrevUserCallbackMousebutton = NULL; - g_PrevUserCallbackScroll = NULL; - g_PrevUserCallbackKey = NULL; - g_PrevUserCallbackChar = NULL; - g_PrevUserCallbackMonitor = NULL; + bd->PrevUserCallbackMousebutton = NULL; + bd->PrevUserCallbackScroll = NULL; + bd->PrevUserCallbackKey = NULL; + bd->PrevUserCallbackChar = NULL; + bd->PrevUserCallbackMonitor = NULL; if (install_callbacks) { - g_InstalledCallbacks = true; - g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); } // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) @@ -263,14 +287,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)g_Window; + main_viewport->PlatformHandle = (void*)bd->Window; #ifdef _WIN32 - main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window); + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); - g_ClientApi = client_api; + bd->ClientApi = client_api; return true; } @@ -291,34 +315,42 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfw_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ShutdownPlatformInterface(); - if (g_InstalledCallbacks) + if (bd->InstalledCallbacks) { - glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); - glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); - glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); - glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); - g_InstalledCallbacks = false; + glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); + glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); + bd->InstalledCallbacks = false; } for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) { - glfwDestroyCursor(g_MouseCursors[cursor_n]); - g_MouseCursors[cursor_n] = NULL; + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + bd->MouseCursors[cursor_n] = NULL; } - g_ClientApi = GlfwClientApi_Unknown; + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + ImGui_ImplGlfw_DestroyBackendData(); } static void ImGui_ImplGlfw_UpdateMousePosAndButtons() { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + // Update buttons ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; - g_MouseJustPressed[i] = false; + io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; + bd->MouseJustPressed[i] = false; } // Update mouse position @@ -386,7 +418,8 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons() static void ImGui_ImplGlfw_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); @@ -403,7 +436,7 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } @@ -448,6 +481,7 @@ static void ImGui_ImplGlfw_UpdateGamepads() static void ImGui_ImplGlfw_UpdateMonitors() { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); @@ -477,29 +511,29 @@ static void ImGui_ImplGlfw_UpdateMonitors() #endif platform_io.Monitors.push_back(monitor); } - g_WantUpdateMonitors = false; + bd->WantUpdateMonitors = false; } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; - glfwGetWindowSize(g_Window, &w, &h); - glfwGetFramebufferSize(g_Window, &display_w, &display_h); + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); - if (g_WantUpdateMonitors) + if (bd->WantUpdateMonitors) ImGui_ImplGlfw_UpdateMonitors(); // Setup time step double current_time = glfwGetTime(); - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; ImGui_ImplGlfw_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseCursor(); @@ -570,6 +604,7 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); viewport->PlatformUserData = data; @@ -584,7 +619,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); #endif - GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL; data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); data->WindowOwned = true; viewport->PlatformHandle = (void*)data->Window; @@ -601,7 +636,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); - if (g_ClientApi == GlfwClientApi_OpenGL) + if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(data->Window); glfwSwapInterval(0); @@ -610,6 +645,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) { if (data->WindowOwned) @@ -621,8 +657,8 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) // Release any keys that were pressed in the window being destroyed and are still held down, // because we will not receive any release events after window is destroyed. - for (int i = 0; i < IM_ARRAYSIZE(g_KeyOwnerWindows); i++) - if (g_KeyOwnerWindows[i] == data->Window) + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == data->Window) ImGui_ImplGlfw_KeyCallback(data->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. glfwDestroyWindow(data->Window); @@ -771,15 +807,17 @@ static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - if (g_ClientApi == GlfwClientApi_OpenGL) + if (bd->ClientApi == GlfwClientApi_OpenGL) glfwMakeContextCurrent(data->Window); } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - if (g_ClientApi == GlfwClientApi_OpenGL) + if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(data->Window); glfwSwapBuffers(data->Window); @@ -832,8 +870,9 @@ enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; } @@ -842,6 +881,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst static void ImGui_ImplGlfw_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; @@ -870,10 +910,10 @@ static void ImGui_ImplGlfw_InitPlatformInterface() // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); - data->Window = g_Window; + data->Window = bd->Window; data->WindowOwned = false; main_viewport->PlatformUserData = data; - main_viewport->PlatformHandle = (void*)g_Window; + main_viewport->PlatformHandle = (void*)bd->Window; } static void ImGui_ImplGlfw_ShutdownPlatformInterface() diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 2eae6f12..e4c22b71 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -5,7 +5,7 @@ // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. @@ -57,8 +58,18 @@ #include #endif -// OpenGL Data -static GLuint g_FontTexture = 0; +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplOpenGL2_Data* g_Data; +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; } +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Forward Declarations static void ImGui_ImplOpenGL2_InitPlatformInterface(); @@ -67,25 +78,36 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL2_Init() { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL2_InitPlatformInterface(); + return true; } void ImGui_ImplOpenGL2_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_ShutdownPlatformInterface(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplOpenGL2_DestroyBackendData(); } void ImGui_ImplOpenGL2_NewFrame() { - if (!g_FontTexture) + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (!bd->FontTexture) ImGui_ImplOpenGL2_CreateDeviceObjects(); } @@ -226,6 +248,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. @@ -233,15 +256,15 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -251,12 +274,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture() void ImGui_ImplOpenGL2_DestroyFontsTexture() { - if (g_FontTexture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); + glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); - g_FontTexture = 0; + bd->FontTexture = 0; } } diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 28c881cc..17445b73 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -16,6 +16,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) @@ -96,6 +98,12 @@ // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 @@ -134,6 +142,17 @@ using namespace gl; #endif #endif +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET @@ -155,14 +174,28 @@ using namespace gl; #endif // OpenGL Data -static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) -static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. -static GLuint g_FontTexture = 0; -static GLuint g_ShaderHandle = 0; -static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location -static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location -static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; -static bool g_HasClipOrigin = false; +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + bool HasClipOrigin; + + ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplOpenGL3_Data* g_Data; +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; } +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; } +static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Forward Declarations static void ImGui_ImplOpenGL3_InitPlatformInterface(); @@ -171,6 +204,11 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData(); + // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major = 0; @@ -183,16 +221,16 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) const char* gl_version = (const char*)glGetString(GL_VERSION); sscanf(gl_version, "%d.%d", &major, &minor); } - g_GlVersion = (GLuint)(major * 100 + minor * 10); + bd->GlVersion = (GLuint)(major * 100 + minor * 10); #else - g_GlVersion = 200; // GLES 2 + bd->GlVersion = 200; // GLES 2 #endif // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl3"; #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) + if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) @@ -212,9 +250,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (glsl_version == NULL) glsl_version = "#version 130"; #endif - IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); - strcpy(g_GlslVersionString, glsl_version); - strcat(g_GlslVersionString, "\n"); + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected. // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! @@ -248,7 +286,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); // Detect extensions we support - g_HasClipOrigin = (g_GlVersion >= 450); + bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); @@ -256,7 +294,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) - g_HasClipOrigin = true; + bd->HasClipOrigin = true; } #endif @@ -268,18 +306,26 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_ShutdownPlatformInterface(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplOpenGL3_DestroyBackendData(); } void ImGui_ImplOpenGL3_NewFrame() { - if (!g_ShaderHandle) + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); @@ -289,7 +335,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) + if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef GL_POLYGON_MODE @@ -299,7 +345,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; - if (g_HasClipOrigin) + if (bd->HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); if (current_clip_origin == GL_UPPER_LEFT) @@ -324,29 +370,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; - glUseProgram(g_ShaderHandle); - glUniform1i(g_AttribLocationTex, 0); - glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) + if (bd->GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif (void)vertex_array_object; -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); - glEnableVertexAttribArray(g_AttribLocationVtxPos); - glEnableVertexAttribArray(g_AttribLocationVtxUV); - glEnableVertexAttribArray(g_AttribLocationVtxColor); - glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); + glEnableVertexAttribArray(bd->AttribLocationVtxPos); + glEnableVertexAttribArray(bd->AttribLocationVtxUV); + glEnableVertexAttribArray(bd->AttribLocationVtxColor); + glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); } // OpenGL3 Render function. @@ -360,16 +406,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif #ifdef GL_POLYGON_MODE @@ -389,14 +437,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glGenVertexArrays(1, &vertex_array_object); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -443,7 +491,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET - if (g_GlVersion >= 320) + if (bd->GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); else #endif @@ -454,7 +502,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) } // Destroy the temporary VAO -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glDeleteVertexArrays(1, &vertex_array_object); #endif @@ -462,11 +510,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (g_GlVersion >= 330) + if (bd->GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); @@ -478,7 +526,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef GL_POLYGON_MODE @@ -490,8 +538,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplOpenGL3_CreateFontsTexture() { - // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. @@ -499,8 +549,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &g_FontTexture); - glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #ifdef GL_UNPACK_ROW_LENGTH @@ -509,7 +559,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontTexture); + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); @@ -519,23 +569,25 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() void ImGui_ImplOpenGL3_DestroyFontsTexture() { - if (g_FontTexture) + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) { - ImGuiIO& io = ImGui::GetIO(); - glDeleteTextures(1, &g_FontTexture); + glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); - g_FontTexture = 0; + bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; @@ -549,11 +601,12 @@ static bool CheckShader(GLuint handle, const char* desc) // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) - fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector buf; @@ -566,18 +619,20 @@ static bool CheckProgram(GLuint handle, const char* desc) bool ImGui_ImplOpenGL3_CreateDeviceObjects() { + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; - sscanf(g_GlslVersionString, "#version %d", &glsl_version); + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" @@ -704,46 +759,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() } // Create shaders - const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; + 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); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); - const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_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); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); // Link - g_ShaderHandle = glCreateProgram(); - glAttachShader(g_ShaderHandle, vert_handle); - glAttachShader(g_ShaderHandle, frag_handle); - glLinkProgram(g_ShaderHandle); - CheckProgram(g_ShaderHandle, "shader program"); - - glDetachShader(g_ShaderHandle, vert_handle); - glDetachShader(g_ShaderHandle, frag_handle); + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); glDeleteShader(vert_handle); glDeleteShader(frag_handle); - g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); - g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); - g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position"); - g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV"); - g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color"); + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); // Create buffers - glGenBuffers(1, &g_VboHandle); - glGenBuffers(1, &g_ElementsHandle); + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); -#ifndef IMGUI_IMPL_OPENGL_ES2 +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif @@ -752,10 +807,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } - if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } - if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } - + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index b006cd89..7a882c4f 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -13,7 +13,7 @@ // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). @@ -71,26 +72,39 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif -// Data -static SDL_Window* g_Window = NULL; -static Uint64 g_Time = 0; -static bool g_MousePressed[3] = { false, false, false }; -static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; -static char* g_ClipboardTextData = NULL; -static bool g_MouseCanUseGlobalState = true; -static bool g_UseVulkan = false; + // SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint64 Time; + bool MousePressed[3]; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + bool UseVulkan; + + ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } +}; + +// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplSDL2_Data* g_Data; +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; } +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; } +static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Forward Declarations static void ImGui_ImplSDL2_UpdateMonitors(); static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); static void ImGui_ImplSDL2_ShutdownPlatformInterface(); +// Functions static const char* ImGui_ImplSDL2_GetClipboardText(void*) { - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = SDL_GetClipboardText(); - return g_ClipboardTextData; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) @@ -106,6 +120,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + switch (event->type) { case SDL_MOUSEWHEEL: @@ -118,9 +134,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_MOUSEBUTTONDOWN: { - if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; - if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; - if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; + if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } + if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } + if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } return true; } case SDL_TEXTINPUT: @@ -165,16 +181,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) { - g_Window = window; + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_CreateBackendData(); + bd->Window = window; // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #endif - io.BackendPlatformName = "imgui_impl_sdl"; // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; @@ -205,24 +225,24 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) io.ClipboardUserData = NULL; // Load mouse cursors - g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); - g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); - g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); - g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); - g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); - g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); - g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); - g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); - g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // 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) const char* sdl_backend = SDL_GetCurrentVideoDriver(); const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; - g_MouseCanUseGlobalState = false; + bd->MouseCanUseGlobalState = false; for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) - g_MouseCanUseGlobalState = true; + bd->MouseCanUseGlobalState = true; // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); @@ -247,7 +267,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { - (void)sdl_gl_context; // Viewport branch will need this. return ImGui_ImplSDL2_Init(window, sdl_gl_context); } @@ -256,8 +275,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif - g_UseVulkan = true; - return ImGui_ImplSDL2_Init(window, NULL); + if (!ImGui_ImplSDL2_Init(window, NULL)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) @@ -275,24 +297,33 @@ bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) void ImGui_ImplSDL2_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->Window = NULL; + ImGui_ImplSDL2_ShutdownPlatformInterface(); - g_Window = NULL; // Destroy last known clipboard data - if (g_ClipboardTextData) - SDL_free(g_ClipboardTextData); - g_ClipboardTextData = NULL; + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = NULL; // Destroy SDL mouse cursors for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - SDL_FreeCursor(g_MouseCursors[cursor_n]); - memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + memset(bd->MouseCursors, 0, sizeof(bd->MouseCursors)); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + ImGui_ImplSDL2_DestroyBackendData(); } // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMousePosAndButtons() { ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + io.MouseHoveredViewport = 0; // [1] @@ -305,7 +336,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); else #endif - SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y); + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); } else { @@ -316,14 +347,14 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior) int mouse_x_local, mouse_y_local; Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); - io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; - g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; + io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) - if (g_MouseCanUseGlobalState) + if (bd->MouseCanUseGlobalState) { // SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse() int mouse_x_global, mouse_y_global; @@ -339,17 +370,17 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() else { // Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) - if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) { int window_x, window_y; - SDL_GetWindowPosition(g_Window, &window_x, &window_y); + SDL_GetWindowPosition(bd->Window, &window_x, &window_y); io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); } } } else { - if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); } @@ -359,7 +390,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons() SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); #else // SDL 2.0.3 and before: single-viewport only - if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS) + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); #endif } @@ -369,6 +400,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) @@ -379,7 +411,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() else { // Show OS mouse cursor - SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } @@ -456,7 +488,8 @@ static void ImGui_ImplSDL2_UpdateMonitors() void ImGui_ImplSDL2_NewFrame(SDL_Window* window) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame() // Setup display size (every frame to accommodate for window resizing) int w, h; @@ -472,8 +505,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window) // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); - io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); - g_Time = current_time; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMouseCursor(); @@ -502,6 +535,7 @@ struct ImGuiViewportDataSDL2 static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)(); viewport->PlatformUserData = data; @@ -519,8 +553,8 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) } Uint32 sdl_flags = 0; - sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (g_UseVulkan ? SDL_WINDOW_VULKAN : 0); - sdl_flags |= SDL_GetWindowFlags(g_Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; sdl_flags |= SDL_WINDOW_HIDDEN; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 0ad2f3bf..49adee97 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -7,7 +7,7 @@ // Missing features: // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // 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 @@ -24,6 +24,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. // 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). @@ -90,30 +92,43 @@ struct ImGuiViewportDataVulkan }; // Vulkan data -static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {}; -static VkRenderPass g_RenderPass = VK_NULL_HANDLE; -static VkDeviceSize g_BufferMemoryAlignment = 256; -static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00; -static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE; -static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE; -static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE; -static VkPipeline g_Pipeline = VK_NULL_HANDLE; -static uint32_t g_Subpass = 0; -static VkShaderModule g_ShaderModuleVert; -static VkShaderModule g_ShaderModuleFrag; -#ifdef VK_NO_PROTOTYPES -static bool g_FunctionsLoaded = false; -#else -static bool g_FunctionsLoaded = true; -#endif +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkRenderPass RenderPass; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkDescriptorSet DescriptorSet; + VkPipeline Pipeline; + uint32_t Subpass; + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + + // Font data + VkSampler FontSampler; + VkDeviceMemory FontMemory; + VkImage FontImage; + VkImageView FontView; + VkDeviceMemory UploadBufferMemory; + VkBuffer UploadBuffer; + + // Render buffers + ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset(this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; -// Font data -static VkSampler g_FontSampler = VK_NULL_HANDLE; -static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE; -static VkImage g_FontImage = VK_NULL_HANDLE; -static VkImageView g_FontView = VK_NULL_HANDLE; -static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE; -static VkBuffer g_UploadBuffer = VK_NULL_HANDLE; +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplVulkan_Data* g_Data; +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplVulkan_Data); return g_Data; } +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; } +static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } // Forward Declarations bool ImGui_ImplVulkan_CreateDeviceObjects(); @@ -129,6 +144,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi // Vulkan prototypes for use with custom loaders // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h #ifdef VK_NO_PROTOTYPES +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ @@ -325,7 +345,8 @@ static uint32_t __glsl_shader_frag_spv[] = static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) @@ -336,21 +357,25 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui static void check_vk_result(VkResult err) { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (v->CheckVkResultFn) v->CheckVkResultFn(err); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) vkDestroyBuffer(v->Device, buffer, v->Allocator); if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); - VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment; + VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = vertex_buffer_size_aligned; @@ -361,7 +386,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, buffer, &req); - g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; @@ -376,11 +401,13 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + // Bind pipeline and descriptor sets: { vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); - VkDescriptorSet desc_set[1] = { g_DescriptorSet }; - vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL); + VkDescriptorSet desc_set[1] = { bd->DescriptorSet }; + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL); } // Bind Vertex And Index Buffer: @@ -413,8 +440,8 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline float translate[2]; translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); - vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); } } @@ -427,9 +454,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (fb_width <= 0 || fb_height <= 0) return; - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) - pipeline = g_Pipeline; + pipeline = bd->Pipeline; // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. ImGuiViewportDataVulkan* viewport_renderer_data = (ImGuiViewportDataVulkan*)draw_data->OwnerViewport->RendererUserData; @@ -547,8 +575,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; unsigned char* pixels; int width, height; @@ -573,17 +602,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; - err = vkCreateImage(v->Device, &info, v->Allocator, &g_FontImage); + err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); check_vk_result(err); VkMemoryRequirements req; - vkGetImageMemoryRequirements(v->Device, g_FontImage, &req); + vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); check_vk_result(err); - err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0); + err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); check_vk_result(err); } @@ -591,25 +620,25 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; - info.image = g_FontImage; + info.image = bd->FontImage; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; - err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView); + err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); check_vk_result(err); } // Update the Descriptor Set: { VkDescriptorImageInfo desc_image[1] = {}; - desc_image[0].sampler = g_FontSampler; - desc_image[0].imageView = g_FontView; + desc_image[0].sampler = bd->FontSampler; + desc_image[0].imageView = bd->FontView; desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; VkWriteDescriptorSet write_desc[1] = {}; write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; - write_desc[0].dstSet = g_DescriptorSet; + write_desc[0].dstSet = bd->DescriptorSet; write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; @@ -623,34 +652,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer); + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer); check_vk_result(err); VkMemoryRequirements req; - vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req); - g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment; + vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory); check_vk_result(err); - err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0); + err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = NULL; - err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); + err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[0].memory = g_UploadBufferMemory; + range[0].memory = bd->UploadBufferMemory; range[0].size = upload_size; err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); - vkUnmapMemory(v->Device, g_UploadBufferMemory); + vkUnmapMemory(v->Device, bd->UploadBufferMemory); } // Copy to Image: @@ -662,7 +691,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - copy_barrier[0].image = g_FontImage; + copy_barrier[0].image = bd->FontImage; copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.layerCount = 1; @@ -674,7 +703,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) region.imageExtent.width = width; region.imageExtent.height = height; region.imageExtent.depth = 1; - vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); VkImageMemoryBarrier use_barrier[1] = {}; use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; @@ -684,7 +713,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - use_barrier[0].image = g_FontImage; + use_barrier[0].image = bd->FontImage; use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.layerCount = 1; @@ -692,7 +721,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) } // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)g_FontImage); + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontImage); return true; } @@ -700,29 +729,31 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) { // Create the shader modules - if (g_ShaderModuleVert == NULL) + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == NULL) { VkShaderModuleCreateInfo vert_info = {}; vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; - VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert); + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); check_vk_result(err); } - if (g_ShaderModuleFrag == NULL) + if (bd->ShaderModuleFrag == NULL) { VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; - VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag); + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); check_vk_result(err); } } static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator) { - if (g_FontSampler) + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->FontSampler) return; VkSamplerCreateInfo info = {}; @@ -736,17 +767,18 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler); + VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler); check_vk_result(err); } static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator) { - if (g_DescriptorSetLayout) + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->DescriptorSetLayout) return; ImGui_ImplVulkan_CreateFontSampler(device, allocator); - VkSampler sampler[1] = { g_FontSampler }; + VkSampler sampler[1] = { bd->FontSampler }; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; @@ -756,13 +788,14 @@ static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const Vk info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; - VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout); + VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator) { - if (g_PipelineLayout) + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->PipelineLayout) return; // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix @@ -771,29 +804,30 @@ static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAlloc push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; - VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout }; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; - VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout); + VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_CreateShaderModules(device, allocator); VkPipelineShaderStageCreateInfo stage[2] = {}; stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; - stage[0].module = g_ShaderModuleVert; + stage[0].module = bd->ShaderModuleVert; stage[0].pName = "main"; stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; - stage[1].module = g_ShaderModuleFrag; + stage[1].module = bd->ShaderModuleFrag; stage[1].pName = "main"; VkVertexInputBindingDescription binding_desc[1] = {}; @@ -869,7 +903,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC VkGraphicsPipelineCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; - info.flags = g_PipelineCreateFlags; + info.flags = bd->PipelineCreateFlags; info.stageCount = 2; info.pStages = stage; info.pVertexInputState = &vertex_info; @@ -880,7 +914,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC info.pDepthStencilState = &depth_info; info.pColorBlendState = &blend_info; info.pDynamicState = &dynamic_state; - info.layout = g_PipelineLayout; + info.layout = bd->PipelineLayout; info.renderPass = renderPass; info.subpass = subpass; VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); @@ -889,10 +923,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC bool ImGui_ImplVulkan_CreateDeviceObjects() { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; - if (!g_FontSampler) + if (!bd->FontSampler) { VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; @@ -905,13 +940,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; - err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler); + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); check_vk_result(err); } - if (!g_DescriptorSetLayout) + if (!bd->DescriptorSetLayout) { - VkSampler sampler[1] = {g_FontSampler}; + VkSampler sampler[1] = {bd->FontSampler}; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; @@ -921,7 +956,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; - err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout); + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); check_vk_result(err); } @@ -931,64 +966,66 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorSetCount = 1; - alloc_info.pSetLayouts = &g_DescriptorSetLayout; - err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet); + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + err = vkAllocateDescriptorSets(v->Device, &alloc_info, &bd->DescriptorSet); check_vk_result(err); } - if (!g_PipelineLayout) + if (!bd->PipelineLayout) { // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; - VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout }; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; - err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout); + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); check_vk_result(err); } - ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline, g_Subpass); + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); return true; } void ImGui_ImplVulkan_DestroyFontUploadObjects() { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; - if (g_UploadBuffer) + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->UploadBuffer) { - vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator); - g_UploadBuffer = VK_NULL_HANDLE; + vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator); + bd->UploadBuffer = VK_NULL_HANDLE; } - if (g_UploadBufferMemory) + if (bd->UploadBufferMemory) { - vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator); - g_UploadBufferMemory = VK_NULL_HANDLE; + vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator); + bd->UploadBufferMemory = VK_NULL_HANDLE; } } void ImGui_ImplVulkan_DestroyDeviceObjects() { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); ImGui_ImplVulkan_DestroyFontUploadObjects(); - if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; } - if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; } - if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; } - if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; } - if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; } - if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; } - if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; } - if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; } - if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = VK_NULL_HANDLE; } + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } + if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } + if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } + if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) @@ -1016,8 +1053,12 @@ 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!"); - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_CreateBackendData(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) @@ -1031,9 +1072,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(render_pass != VK_NULL_HANDLE); - g_VulkanInitInfo = *info; - g_RenderPass = render_pass; - g_Subpass = info->Subpass; + bd->VulkanInitInfo = *info; + bd->RenderPass = render_pass; + bd->Subpass = info->Subpass; ImGui_ImplVulkan_CreateDeviceObjects(); @@ -1060,6 +1101,11 @@ void ImGui_ImplVulkan_Shutdown() // Clean up windows ImGui_ImplVulkan_ShutdownPlatformInterface(); + + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = NULL; + io.BackendRendererUserData = NULL; + ImGui_ImplVulkan_DestroyBackendData(); } void ImGui_ImplVulkan_NewFrame() @@ -1068,17 +1114,18 @@ void ImGui_ImplVulkan_NewFrame() void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(min_image_count >= 2); - if (g_VulkanInitInfo.MinImageCount == min_image_count) + if (bd->VulkanInitInfo.MinImageCount == min_image_count) return; IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); - g_VulkanInitInfo.MinImageCount = min_image_count; + bd->VulkanInitInfo.MinImageCount = min_image_count; } @@ -1348,7 +1395,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V // We do not create a pipeline by default as this is also used by examples' main.cpp, // but secondary viewport in multi-viewport mode may want to create one with: - //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_Subpass); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); } // Create The Image Views @@ -1406,7 +1453,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) - //vkQueueWaitIdle(g_Queue); + //vkQueueWaitIdle(bd->Queue); for (uint32_t i = 0; i < wd->ImageCount; i++) { @@ -1481,10 +1528,11 @@ void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const V static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGuiViewportDataVulkan* data = IM_NEW(ImGuiViewportDataVulkan)(); viewport->RendererUserData = data; ImGui_ImplVulkanH_Window* wd = &data->Window; - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; // Create surface ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); @@ -1520,9 +1568,10 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData) { - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (data->WindowOwned) ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator); ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &data->RenderBuffers, v->Allocator); @@ -1533,19 +1582,21 @@ static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData; if (data == NULL) // This is NULL for the main viewport (which is left to the user/app to handle) return; - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; data->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &data->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); } static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &data->Window; - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; @@ -1616,9 +1667,10 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) { + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &data->Window; - ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; uint32_t present_index = wd->FrameIndex; diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index c867f1e0..20e46f26 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -35,6 +35,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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). // 2021-06-08: Fix ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). @@ -65,47 +66,76 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // 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. -// Win32 Data -static HWND g_hWnd = NULL; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static bool g_HasGamepad = false; -static bool g_WantUpdateHasGamepad = true; -static bool g_WantUpdateMonitors = true; - // Forward Declarations static void ImGui_ImplWin32_InitPlatformInterface(); static void ImGui_ImplWin32_ShutdownPlatformInterface(); static void ImGui_ImplWin32_UpdateMonitors(); -// XInput DLL and functions +// Win32 +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + bool HasGamepad; + bool WantUpdateHasGamepad; + bool WantUpdateMonitors; + #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -static HMODULE g_XInputDLL = NULL; -static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; -static PFN_XInputGetState g_XInputGetState = NULL; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); } +}; + +#if 1 +// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData) +static ImGui_ImplWin32_Data* g_Data; +static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; } +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; } +static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; } +#else +// FIXME: mouse cursor is a shared resource. +// FIXME: facilitate calling ImGui_ImplWin32_WndProcHandler() handler and letting us do the right dispatch +static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); } +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); } #endif // Functions bool ImGui_ImplWin32_Init(void* hwnd) { - if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) return false; - if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) return false; + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData(); + bd->hWnd = (HWND)hwnd; + bd->WantUpdateHasGamepad = true; + bd->WantUpdateMonitors = true; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + // Setup backend capabilities flags - ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) - io.BackendPlatformName = "imgui_impl_win32"; // Our mouse update function expect PlatformHandle to be filled for the main viewport - g_hWnd = (HWND)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplWin32_InitPlatformInterface(); @@ -146,9 +176,9 @@ bool ImGui_ImplWin32_Init(void* hwnd) for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) { - g_XInputDLL = dll; - g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); - g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); break; } #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -158,23 +188,19 @@ bool ImGui_ImplWin32_Init(void* hwnd) void ImGui_ImplWin32_Shutdown() { + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_ShutdownPlatformInterface(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - if (g_XInputDLL) - ::FreeLibrary(g_XInputDLL); - g_XInputDLL = NULL; - g_XInputGetCapabilities = NULL; - g_XInputGetState = NULL; + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD - g_hWnd = NULL; - g_Time = 0; - g_TicksPerSecond = 0; - g_LastMouseCursor = ImGuiMouseCursor_COUNT; - g_HasGamepad = false; - g_WantUpdateHasGamepad = true; + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + ImGui_ImplWin32_DestroyBackendData(); } static bool ImGui_ImplWin32_UpdateMouseCursor() @@ -215,7 +241,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() static void ImGui_ImplWin32_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_hWnd != 0); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd->hWnd != 0); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (When multi-viewports are enabled, all imgui positions are same as OS positions) @@ -223,7 +250,7 @@ static void ImGui_ImplWin32_UpdateMousePos() { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) - ::ClientToScreen(g_hWnd, &pos); + ::ClientToScreen(bd->hWnd, &pos); ::SetCursorPos(pos.x, pos.y); } @@ -236,8 +263,8 @@ static void ImGui_ImplWin32_UpdateMousePos() return; if (HWND focused_hwnd = ::GetForegroundWindow()) { - if (::IsChild(focused_hwnd, g_hWnd)) - focused_hwnd = g_hWnd; + if (::IsChild(focused_hwnd, bd->hWnd)) + focused_hwnd = bd->hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) @@ -249,7 +276,7 @@ static void ImGui_ImplWin32_UpdateMousePos() { // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.) // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. - if (focused_hwnd == g_hWnd) + if (focused_hwnd == bd->hWnd) { POINT mouse_client_pos = mouse_screen_pos; ::ScreenToClient(focused_hwnd, &mouse_client_pos); @@ -275,22 +302,23 @@ static void ImGui_ImplWin32_UpdateGamepads() { #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. - if (g_WantUpdateHasGamepad) + if (bd->WantUpdateHasGamepad) { XINPUT_CAPABILITIES caps; - g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; - g_WantUpdateHasGamepad = false; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; } io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; XINPUT_STATE xinput_state; - if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS) { const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; @@ -341,28 +369,29 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H static void ImGui_ImplWin32_UpdateMonitors() { + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui::GetPlatformIO().Monitors.resize(0); ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); - g_WantUpdateMonitors = false; + bd->WantUpdateMonitors = false; } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; - ::GetClientRect(g_hWnd, &rect); + ::GetClientRect(bd->hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - if (g_WantUpdateMonitors) + if (bd->WantUpdateMonitors) ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; // Read keyboard modifiers inputs io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; @@ -376,9 +405,9 @@ void ImGui_ImplWin32_NewFrame() // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); - if (g_LastMouseCursor != mouse_cursor) + if (bd->LastMouseCursor != mouse_cursor) { - g_LastMouseCursor = mouse_cursor; + bd->LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } @@ -412,6 +441,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + switch (msg) { case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: @@ -474,10 +505,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_DEVICECHANGE: if ((UINT)wParam == DBT_DEVNODES_CHANGED) - g_WantUpdateHasGamepad = true; + bd->WantUpdateHasGamepad = true; return 0; case WM_DISPLAYCHANGE: - g_WantUpdateMonitors = true; + bd->WantUpdateMonitors = true; return 0; } return 0; @@ -544,7 +575,8 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR void ImGui_ImplWin32_EnableDpiAwareness() { // Make sure monitors will be updated with latest correct scaling - g_WantUpdateMonitors = true; + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; if (_IsWindows10OrGreater()) { @@ -694,13 +726,14 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) { + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData) { if (::GetCapture() == data->Hwnd) { // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. ::ReleaseCapture(); - ::SetCapture(g_hWnd); + ::SetCapture(bd->hWnd); } if (data->Hwnd && data->HwndOwned) ::DestroyWindow(data->Hwnd); @@ -942,11 +975,12 @@ static void ImGui_ImplWin32_InitPlatformInterface() // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); - data->Hwnd = g_hWnd; + data->Hwnd = bd->hWnd; data->HwndOwned = false; main_viewport->PlatformUserData = data; - main_viewport->PlatformHandle = (void*)g_hWnd; + main_viewport->PlatformHandle = (void*)bd->hWnd; } static void ImGui_ImplWin32_ShutdownPlatformInterface() diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 2fffbdf4..2be2e1b3 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -117,17 +117,26 @@ Other Changes: - TabBar: Fixed using more than 32 KB-worth of tab names. (#4176) - Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592) - Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. +- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) +- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) +- Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) - Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid implying that the file is required. +- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull data + from a single structure to facilitate usage with multiple-contexts. (#586, #1851, #2004, #3012, #3934, #4141) - Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191) - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest. - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest. +- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins] - Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments about building on 32-bit systems. (#4225) [@kingofthebongo2008] - Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998) - Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous] +- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369] - Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups] +- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). + Other OSX examples were not affected. (#4253, #1873) [@rokups] - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. - Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. diff --git a/examples/example_apple_metal/main.mm b/examples/example_apple_metal/main.mm index 273811d3..5d4b7710 100644 --- a/examples/example_apple_metal/main.mm +++ b/examples/example_apple_metal/main.mm @@ -15,26 +15,28 @@ #include "imgui.h" #include "imgui_impl_metal.h" - #if TARGET_OS_OSX #include "imgui_impl_osx.h" - -@interface ViewController : NSViewController +@interface AppViewController : NSViewController @end #else -@interface ViewController : UIViewController +@interface AppViewController : UIViewController @end #endif -@interface ViewController () +@interface AppViewController () @property (nonatomic, readonly) MTKView *mtkView; @property (nonatomic, strong) id device; @property (nonatomic, strong) id commandQueue; @end -@implementation ViewController +//----------------------------------------------------------------------------------- +// AppViewController +//----------------------------------------------------------------------------------- -- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil +@implementation AppViewController + +-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; @@ -80,17 +82,17 @@ return self; } -- (MTKView *)mtkView +-(MTKView *)mtkView { return (MTKView *)self.view; } -- (void)loadView +-(void)loadView { self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; } -- (void)viewDidLoad +-(void)viewDidLoad { [super viewDidLoad]; @@ -110,7 +112,7 @@ // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our // window, we'd want to be much more careful than just ingesting the complete event stream. // To match the behavior of other backends, we pass every event down to the OS. - NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel; + NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) { ImGui_ImplOSX_HandleEvent(event, self.view); @@ -122,54 +124,121 @@ #endif } -#pragma mark - Interaction +-(void)drawInMTKView:(MTKView*)view +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize.x = view.bounds.size.width; + io.DisplaySize.y = view.bounds.size.height; #if TARGET_OS_OSX + CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; +#else + CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; +#endif + io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); -- (void)mouseMoved:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); -- (void)mouseDown:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + id commandBuffer = [self.commandQueue commandBuffer]; -- (void)rightMouseDown:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; + if (renderPassDescriptor == nil) + { + [commandBuffer commit]; + return; + } -- (void)otherMouseDown:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); +#if TARGET_OS_OSX + ImGui_ImplOSX_NewFrame(view); +#endif + ImGui::NewFrame(); -- (void)mouseUp:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); -- (void)rightMouseUp:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); -- (void)otherMouseUp:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. + { + static float f = 0.0f; + static int counter = 0; -- (void)mouseDragged:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. -- (void)rightMouseDragged:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); -} + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); -- (void)otherMouseDragged:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; + ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + // Present + [commandBuffer presentDrawable:view.currentDrawable]; + [commandBuffer commit]; } -- (void)scrollWheel:(NSEvent *)event { - ImGui_ImplOSX_HandleEvent(event, self.view); +-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size +{ } +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +// Forward Mouse/Keyboard events to Dear ImGui OSX backend. +// Other events are registered via addLocalMonitorForEventsMatchingMask() +-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } +-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); } + #else // This touch mapping is super cheesy/hacky. We treat any touch on the screen @@ -177,7 +246,7 @@ // multitouch correctly at all. This causes the "cursor" to behave very erratically // when there are multiple active touches. But for demo purposes, single-touch // interaction actually works surprisingly well. -- (void)updateIOWithTouchEvent:(UIEvent *)event +-(void)updateIOWithTouchEvent:(UIEvent *)event { UITouch *anyTouch = event.allTouches.anyObject; CGPoint touchLocation = [anyTouch locationInView:self.view]; @@ -196,127 +265,18 @@ io.MouseDown[0] = hasActiveTouch; } -- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event -{ - [self updateIOWithTouchEvent:event]; -} - -- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event -{ - [self updateIOWithTouchEvent:event]; -} - -- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event -{ - [self updateIOWithTouchEvent:event]; -} - -- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event -{ - [self updateIOWithTouchEvent:event]; -} +-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } #endif -#pragma mark - MTKViewDelegate - -- (void)drawInMTKView:(MTKView*)view -{ - ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize.x = view.bounds.size.width; - io.DisplaySize.y = view.bounds.size.height; - -#if TARGET_OS_OSX - CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; -#else - CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; -#endif - io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); - - io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); - - id commandBuffer = [self.commandQueue commandBuffer]; - - // Our state (make them static = more or less global) as a convenience to keep the example terse. - static bool show_demo_window = true; - static bool show_another_window = false; - static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; - - MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; - if (renderPassDescriptor != nil) - { - renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); - - // Here, you could do additional rendering work, including other passes as necessary. - - id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; - [renderEncoder pushDebugGroup:@"ImGui demo"]; - - // Start the Dear ImGui frame - ImGui_ImplMetal_NewFrame(renderPassDescriptor); -#if TARGET_OS_OSX - ImGui_ImplOSX_NewFrame(view); -#endif - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); - - [renderEncoder popDebugGroup]; - [renderEncoder endEncoding]; - - [commandBuffer presentDrawable:view.currentDrawable]; - } - - [commandBuffer commit]; -} - -- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size -{ -} - @end -#pragma mark - Application Delegate +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- #if TARGET_OS_OSX @@ -326,11 +286,16 @@ @implementation AppDelegate -- (instancetype)init +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender +{ + return YES; +} + +-(instancetype)init { if (self = [super init]) { - NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil]; + NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable backing:NSBackingStoreBuffered @@ -343,11 +308,6 @@ return self; } -- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender -{ - return YES; -} - @end #else @@ -358,10 +318,10 @@ @implementation AppDelegate -- (BOOL)application:(UIApplication *)application +-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { - UIViewController *rootViewController = [[ViewController alloc] init]; + UIViewController *rootViewController = [[AppViewController alloc] init]; self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; self.window.rootViewController = rootViewController; [self.window makeKeyAndVisible]; @@ -372,7 +332,9 @@ #endif -#pragma mark - main() +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- #if TARGET_OS_OSX diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index bb269c8b..be33a6e8 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -2,30 +2,25 @@ // 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 -#include "imgui.h" -#include "../../backends/imgui_impl_osx.h" -#include "../../backends/imgui_impl_opengl2.h" -#include #import #import #import +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#include "imgui_impl_osx.h" + //----------------------------------------------------------------------------------- -// ImGuiExampleView +// AppView //----------------------------------------------------------------------------------- -@interface ImGuiExampleView : NSOpenGLView +@interface AppView : NSOpenGLView { NSTimer* animationTimer; } @end -@implementation ImGuiExampleView - --(void)animationTimerFired:(NSTimer*)timer -{ - [self setNeedsDisplay:YES]; -} +@implementation AppView -(void)prepareOpenGL { @@ -39,11 +34,55 @@ #endif } +-(void)initialize +{ + // Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down). + // This monitor taps into global event stream and captures these events. + NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + [NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) + { + ImGui_ImplOSX_HandleEvent(event, self); + return event; + }]; + + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Setup Platform/Renderer backends + ImGui_ImplOSX_Init(); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); +} + -(void)updateAndDrawDemoView { // Start the Dear ImGui frame - ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplOSX_NewFrame(self); + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplOSX_NewFrame(self); ImGui::NewFrame(); // Our state (make them static = more or less global) as a convenience to keep the example terse. @@ -88,18 +127,18 @@ ImGui::End(); } - // Rendering - ImGui::Render(); - [[self openGLContext] makeCurrentContext]; - + // Rendering + ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); + + [[self openGLContext] makeCurrentContext]; GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); glViewport(0, 0, width, height); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); - glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL2_RenderDrawData(draw_data); + ImGui_ImplOpenGL2_RenderDrawData(draw_data); // Present [[self openGLContext] flushBuffer]; @@ -108,41 +147,20 @@ animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; } --(void)reshape -{ - [[self openGLContext] update]; - [self updateAndDrawDemoView]; -} - --(void)drawRect:(NSRect)bounds -{ - [self updateAndDrawDemoView]; -} - --(BOOL)acceptsFirstResponder -{ - return (YES); -} +-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; } +-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; } +-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; } +-(BOOL)acceptsFirstResponder { return (YES); } +-(BOOL)becomeFirstResponder { return (YES); } +-(BOOL)resignFirstResponder { return (YES); } +-(void)dealloc { animationTimer = nil; } --(BOOL)becomeFirstResponder -{ - return (YES); -} - --(BOOL)resignFirstResponder -{ - return (YES); -} - --(void)dealloc -{ - animationTimer = nil; -} +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- // Forward Mouse/Keyboard events to Dear ImGui OSX backend. --(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } --(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } --(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +// Other events are registered via addLocalMonitorForEventsMatchingMask() -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } @@ -150,24 +168,24 @@ -(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } --(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } --(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } +-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } @end //----------------------------------------------------------------------------------- -// ImGuiExampleAppDelegate +// AppDelegate //----------------------------------------------------------------------------------- -@interface ImGuiExampleAppDelegate : NSObject +@interface AppDelegate : NSObject @property (nonatomic, readonly) NSWindow* window; @end -@implementation ImGuiExampleAppDelegate +@implementation AppDelegate @synthesize window = _window; -(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication @@ -193,7 +211,7 @@ -(void)setupMenu { - NSMenu* mainMenuBar = [[NSMenu alloc] init]; + NSMenu* mainMenuBar = [[NSMenu alloc] init]; NSMenu* appMenu; NSMenuItem* menuItem; @@ -217,11 +235,11 @@ -(void)applicationDidFinishLaunching:(NSNotification *)aNotification { - // Make the application a foreground application (else it won't receive keyboard events) - ProcessSerialNumber psn = {0, kCurrentProcess}; - TransformProcessType(&psn, kProcessTransformToForegroundApplication); + // Make the application a foreground application (else it won't receive keyboard events) + ProcessSerialNumber psn = {0, kCurrentProcess}; + TransformProcessType(&psn, kProcessTransformToForegroundApplication); - // Menu + // Menu [self setupMenu]; NSOpenGLPixelFormatAttribute attrs[] = @@ -232,7 +250,7 @@ }; NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; - ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format]; + AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format]; format = nil; #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) @@ -243,49 +261,23 @@ if ([view openGLContext] == nil) NSLog(@"No OpenGL Context!"); - // Setup Dear ImGui context - // FIXME: This example doesn't have proper cleanup... - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - - // Setup Platform/Renderer backends - ImGui_ImplOSX_Init(); - ImGui_ImplOpenGL2_Init(); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'docs/FONTS.txt' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); + [view initialize]; } @end +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + int main(int argc, const char* argv[]) { - @autoreleasepool - { - NSApp = [NSApplication sharedApplication]; - ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init]; - [[NSApplication sharedApplication] setDelegate:delegate]; - [NSApp run]; - } - return NSApplicationMain(argc, argv); + @autoreleasepool + { + NSApp = [NSApplication sharedApplication]; + AppDelegate* delegate = [[AppDelegate alloc] init]; + [[NSApplication sharedApplication] setDelegate:delegate]; + [NSApp run]; + } + return NSApplicationMain(argc, argv); } diff --git a/imgui.cpp b/imgui.cpp index d5d07e19..5ca1e9e7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2827,7 +2827,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { - ellipsis_char = (ImWchar)'.'; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); @@ -4698,6 +4698,9 @@ void ImGui::EndFrame() CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; @@ -7760,8 +7763,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations diff --git a/imgui.h b/imgui.h index 4d755d92..8f07cfc5 100644 --- a/imgui.h +++ b/imgui.h @@ -352,7 +352,8 @@ namespace ImGui IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. - // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. @@ -365,7 +366,7 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state @@ -415,6 +416,7 @@ namespace ImGui IMGUI_API void PopTextWrapPos(); // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API @@ -455,11 +457,15 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most - // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // - The resulting ID are hashes of the entire stack. + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. - // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, // whereas "str_id" denote a string that is only used as an ID and not normally displayed. IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). @@ -664,12 +670,14 @@ namespace ImGui // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. @@ -681,6 +689,7 @@ namespace ImGui IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. @@ -689,6 +698,7 @@ namespace ImGui IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. @@ -725,6 +735,7 @@ namespace ImGui IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + // Tables: Headers & Columns declaration // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. @@ -737,6 +748,7 @@ namespace ImGui IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + // Tables: Sorting // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed @@ -744,6 +756,7 @@ namespace ImGui // wastefully sort your data every frame! // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + // Tables: Miscellaneous functions // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) @@ -754,7 +767,7 @@ namespace ImGui IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. - // Legacy Columns API (2020: prefer using Tables!) + // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished @@ -2814,8 +2827,9 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] @@ -2845,7 +2859,6 @@ struct ImFont IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API void SetFallbackChar(ImWchar c); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index c161bff3..22f496c7 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -2039,11 +2039,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid { // Build atlas on demand if (TexPixelsAlpha8 == NULL) - { - if (ConfigData.empty()) - AddFontDefault(); Build(); - } *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; @@ -2264,6 +2260,10 @@ bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + // Select builder // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are @@ -2801,23 +2801,6 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); - - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. - for (int i = 0; i < atlas->Fonts.size(); i++) - { - ImFont* font = atlas->Fonts[i]; - if (font->EllipsisChar != (ImWchar)-1) - continue; - const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) - if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists - { - font->EllipsisChar = ellipsis_variants[j]; - break; - } - } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2838,6 +2821,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; @@ -2852,6 +2836,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid 0x4e00, 0x9FAF, // CJK Ideograms 0, }; @@ -2928,7 +2913,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) @@ -3017,7 +3003,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid }; static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) @@ -3116,8 +3103,9 @@ ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)'?'; + FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -3148,6 +3136,14 @@ void ImFont::ClearOutputData() MetricsTotalSurface = 0; } +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + void ImFont::BuildLookupTable() { int max_codepoint = 0; @@ -3190,9 +3186,31 @@ void ImFont::BuildLookupTable() SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); - // Setup fall-backs + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + if (DotChar == (ImWchar)-1) + DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + + // Setup fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); - FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; @@ -3217,12 +3235,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible) glyph->Visible = visible ? 1 : 0; } -void ImFont::SetFallbackChar(ImWchar c) -{ - FallbackChar = c; - BuildLookupTable(); -} - void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); diff --git a/imgui_internal.h b/imgui_internal.h index 11a64ab4..6e3f791a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1090,6 +1090,9 @@ struct IMGUI_API ImGuiInputTextState void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } };