diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 7e697a78..28047d2e 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -21,7 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. -// 2023-02-02: Inputs: Scaling X value on Emscripten (bug?). (#4019, #6096) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) // 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) @@ -87,6 +87,11 @@ #include // for glfwGetCocoaWindow() #endif +#ifdef __EMSCRIPTEN__ +#include +#include +#endif + // We gather version tests as define in order to easily see which features are version-dependent. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING @@ -129,6 +134,7 @@ struct ImGui_ImplGlfw_Data ImVec2 LastValidMousePos; GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; bool InstalledCallbacks; + bool CallbacksChainForAllWindows; bool WantUpdateMonitors; #ifdef _WIN32 WNDPROC GlfwWndProc; @@ -300,10 +306,16 @@ static void ImGui_ImplGlfw_UpdateKeyModifiers() io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); } +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window) + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackMousebutton(window, button, action, mods); ImGui_ImplGlfw_UpdateKeyModifiers(); @@ -316,11 +328,12 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window) + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackScroll(window, xoffset, yoffset); #ifdef __EMSCRIPTEN__ - xoffset /= 100.0; + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; #endif ImGuiIO& io = ImGui::GetIO(); @@ -363,7 +376,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != nullptr && window == bd->Window) + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) @@ -385,7 +398,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window) + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackWindowFocus(window, focused); ImGuiIO& io = ImGui::GetIO(); @@ -395,7 +408,7 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->Window) + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackCursorPos(window, x, y); if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; @@ -417,7 +430,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window) + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackCursorEnter(window, entered); if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; @@ -439,7 +452,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != nullptr && window == bd->Window) + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); @@ -452,6 +465,24 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) bd->WantUpdateMonitors = true; } +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); @@ -494,6 +525,16 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) bd->PrevUserCallbackMonitor = nullptr; } +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); @@ -548,6 +589,12 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback); +#endif // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index 6a520e44..aa05ab56 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -30,13 +30,17 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks (installer) +// GLFW callbacks install // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); -// GLFW callbacks (individual callbacks to call if you didn't install callbacks) +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index e052a9cf..5e107110 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -114,6 +114,7 @@ #endif #if defined(__GNUC__) #pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types #endif diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp index cc2277e5..794a5977 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl.cpp @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) // 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) @@ -103,6 +104,7 @@ struct ImGui_ImplSDL2_Data Uint32 MouseWindowID; int MouseButtonsDown; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* LastMouseCursor; int PendingMouseLeaveFrame; char* ClipboardTextData; bool MouseCanUseGlobalState; @@ -509,6 +511,7 @@ void ImGui_ImplSDL2_Shutdown() SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); + bd->LastMouseCursor = NULL; io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; @@ -595,7 +598,12 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() else { // Show OS mouse cursor - SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->LastMouseCursor = expected_cursor; + } SDL_ShowCursor(SDL_TRUE); } } diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 5d9d222e..eb25f8ca 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -102,40 +102,32 @@ Other changes: VERSION 1.89.3 (In Progress) ----------------------------------------------------------------------- -Breaking changes: +All changes: - Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent accross backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups] - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down. - - Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right. - - Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and - offer consistent horizontal scrolling direction. (#4019) - - Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and - offer consistent horizontal scrolling direction. (#4019) + Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right. + - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019) - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463) (whereaas on OSX machines Shift+WheelY turns into WheelX at the OS level). - - If you use a custom-backend, you should verify that: - - Wheel up (*) emit wheel_y > 0.0f values and scrolls up. - - Wheel down (*) emit wheel_y < 0.0f values and scrolls down. - - Wheel left (*) or mod+wheel up emit wheel_x > 0.0f values and scroll Left. - - Wheel right (*) or mod+wheel down emits wheel_x < 0.0f values and scroll Right. - - (*) both axises flipped on OSX for mouse and touchpad when 'Natural Scrolling' is on. - - (*) both axises flipped On Windows for touchpad only when 'Settings->Touchpad->Down motion scrolls up' is set. + - If you use a custom-backend, you should verify horizontal wheel direction. + - Axises are flipped by OSX for mouse & touchpad when 'Natural Scrolling' is on. + - Axises are flipped by Windows for touchpad when 'Settings->Touchpad->Down motion scrolls up' is on. - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui. - Known issues remaining with Emscripten: - - The magnitude of wheeling values on Emscripten setups is still not great. (#6096) + - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096) - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX. This is because we don't know that we are running on Mac and apply our own Shift+swapping on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way let us know!), or offer the "OSX-style behavior" option to their user. - -All changes: - - Window: Avoid rendering shapes for hidden resize grips. - Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572) The previous limit was due to using 64-bit integers but we moved to bits-array and tweaked the system enough to ensure no performance loss. +- Tables: Solved an ID conflict issue with multiple-instances of a same table, + due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc] - Text: Fixed layouting of wrapped-text block skipping successive empty lines, regression from the fix in 1.89.2. (#5720, #5919) - Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font @@ -156,22 +148,30 @@ All changes: can exacerbate that. (#6114, #3644) - Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +- Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and + offer consistent horizontal scrolling direction. (#4019) +- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and + offer consistent horizontal scrolling direction. (#4019) - Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081) - Backends: SDL: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling as reported by SDL. (#4019, #6096) -- Backend: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation). +- Backends: SDL: Avoid calling SDL_SetCursor() when cursor has not changed, as the function + is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113) +- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate + scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity] +- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend + to chain callbacks even for secondary viewports/windows. User callbacks may need to test + the 'window' parameter. (#6142) +- Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation). (#6117, #4116, #3632) [@tonygrue, @bfierz] -- Examples: refactord all examples to use a "MainLoopStep()" function. This is in order - to be able to trivially make some compile with Emscripten. (#2492, #3699) - While not all examples are expected to compile on Emscripten, we try to keep all of them - as close as possible to each others. -- Examples: Emscripten: The main SDL+GL and GLFW+GL examples now supports Emscripten. - (the dedicated example_emscripten_opengl3/ has been removed) (#2492, #2494, #3699, #3705) +- Examples: refactored SDL+GL and GLFW+GL examples to compile with Emscripten. + (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble] + The dedicated example_emscripten_opengl3/ has been removed. - Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx] - Examples: SDL+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a - Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). + Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). Docking+Viewports Branch: diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp index d6d4c437..9dce5d21 100644 --- a/examples/example_allegro5/main.cpp +++ b/examples/example_allegro5/main.cpp @@ -16,10 +16,6 @@ #include "imgui.h" #include "imgui_impl_allegro5.h" -// Forward declarations of helper functions -bool MainLoopStep(ALLEGRO_DISPLAY* display, ALLEGRO_EVENT_QUEUE* queue); - -// Main code int main(int, char**) { // Setup Allegro @@ -27,8 +23,6 @@ int main(int, char**) al_install_keyboard(); al_install_mouse(); al_init_primitives_addon(); - - // Create window with graphics context and event queue al_set_new_display_flags(ALLEGRO_RESIZABLE); ALLEGRO_DISPLAY* display = al_create_display(1280, 720); al_set_window_title(display, "Dear ImGui Allegro 5 example"); @@ -67,98 +61,86 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - // Main loop - while (true) - { - if (!MainLoopStep(display, queue)) - break; - } + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - // Cleanup - ImGui_ImplAllegro5_Shutdown(); - ImGui::DestroyContext(); - al_destroy_event_queue(queue); - al_destroy_display(display); - - return 0; -} - -bool MainLoopStep(ALLEGRO_DISPLAY* display, ALLEGRO_EVENT_QUEUE* queue) -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - bool done = false; - ALLEGRO_EVENT ev; - while (al_get_next_event(queue, &ev)) + // Main loop + bool running = true; + while (running) { - ImGui_ImplAllegro5_ProcessEvent(&ev); - if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) - done = true; - if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + ALLEGRO_EVENT ev; + while (al_get_next_event(queue, &ev)) { - ImGui_ImplAllegro5_InvalidateDeviceObjects(); - al_acknowledge_resize(display); - ImGui_ImplAllegro5_CreateDeviceObjects(); + ImGui_ImplAllegro5_ProcessEvent(&ev); + if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) + running = false; + if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) + { + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + al_acknowledge_resize(display); + ImGui_ImplAllegro5_CreateDeviceObjects(); + } } - } - if (done) - return false; - // Start the Dear ImGui frame - ImGui_ImplAllegro5_NewFrame(); - ImGui::NewFrame(); + // Start the Dear ImGui frame + ImGui_ImplAllegro5_NewFrame(); + ImGui::NewFrame(); - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + // 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); - // 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 create a named window. + { + static float f = 0.0f; + static int counter = 0; - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::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::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 - 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); - 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(); + } - 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(); + } - // 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(); + al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w)); + ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); + al_flip_display(); } - // Rendering - ImGui::Render(); - al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w)); - ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); - al_flip_display(); + // Cleanup + ImGui_ImplAllegro5_Shutdown(); + ImGui::DestroyContext(); + al_destroy_event_queue(queue); + al_destroy_display(display); - return true; + return 0; } diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index f66f8476..1b9c80ff 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -23,11 +23,6 @@ #pragma comment(lib, "legacy_stdio_definitions") #endif -// Data -static GLFWwindow* g_AppWindow = NULL; - -// Forward declarations of helper functions -void MainLoopStep(); static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); @@ -46,7 +41,6 @@ int main(int, char**) return 1; glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync - g_AppWindow = window; // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -91,9 +85,93 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop while (!glfwWindowShouldClose(window)) - MainLoopStep(); + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + 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 create 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(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + 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); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + //GLint last_program; + //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + //glUseProgram(0); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + //glUseProgram(last_program); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwMakeContextCurrent(window); + glfwSwapBuffers(window); + } // Cleanup ImGui_ImplOpenGL2_Shutdown(); @@ -105,92 +183,3 @@ int main(int, char**) return 0; } - -void MainLoopStep() -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - GLFWwindow* window = g_AppWindow; - glfwPollEvents(); - - // Start the Dear ImGui frame - ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); - - // 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 create 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(); - int display_w, display_h; - glfwGetFramebufferSize(window, &display_w, &display_h); - glViewport(0, 0, display_w, display_h); - 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); - - // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), - // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. - //GLint last_program; - //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - //glUseProgram(0); - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); - //glUseProgram(last_program); - - // Update and Render additional Platform Windows - // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. - // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - GLFWwindow* backup_current_context = glfwGetCurrentContext(); - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - glfwMakeContextCurrent(backup_current_context); - } - - glfwMakeContextCurrent(window); - glfwSwapBuffers(window); -} diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 1eeb4ae3..6a6b688a 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -3,8 +3,6 @@ // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs -// This example can also compile and run with Emscripten. See Makefile.emscripten for details. - #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" @@ -22,14 +20,9 @@ #pragma comment(lib, "legacy_stdio_definitions") #endif -// Data -static GLFWwindow* g_AppWindow = NULL; - -// Forward declarations of helper functions -void MainLoopStep(); +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. #ifdef __EMSCRIPTEN__ -#include -void MainLoopForEmscripten(void*) { MainLoopStep(); } +#include "../libs/emscripten/emscripten_mainloop_stub.h" #endif static void glfw_error_callback(int error, const char* description) @@ -73,7 +66,6 @@ int main(int, char**) return 1; glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync - g_AppWindow = window; // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -119,15 +111,94 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop -#ifndef __EMSCRIPTEN__ - while (!glfwWindowShouldClose(window)) - MainLoopStep(); -#else +#ifdef __EMSCRIPTEN__ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. io.IniFilename = NULL; - emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true); + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + 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 create 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(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + + glfwSwapBuffers(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; #endif // Cleanup @@ -140,84 +211,3 @@ int main(int, char**) return 0; } - -void MainLoopStep() -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - GLFWwindow* window = g_AppWindow; - glfwPollEvents(); - - // Start the Dear ImGui frame - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); - - // 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 create 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(); - int display_w, display_h; - glfwGetFramebufferSize(window, &display_w, &display_h); - glViewport(0, 0, display_w, display_h); - 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - // Update and Render additional Platform Windows - // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. - // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - GLFWwindow* backup_current_context = glfwGetCurrentContext(); - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - glfwMakeContextCurrent(backup_current_context); - } - - glfwSwapBuffers(window); -} diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index 3f63ea77..3ac66d3f 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -42,13 +42,10 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static GLFWwindow* g_AppWindow = NULL; static ImGui_ImplVulkanH_Window g_MainWindowData; static int g_MinImageCount = 2; static bool g_SwapChainRebuild = false; -// Forward declarations of helper functions -void MainLoopStep(); static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); @@ -373,7 +370,6 @@ int main(int, char**) uint32_t extensions_count = 0; const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count); SetupVulkan(extensions, extensions_count); - g_AppWindow = window; // Create Window Surface VkSurfaceKHR surface; @@ -473,118 +469,112 @@ int main(int, char**) ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop while (!glfwWindowShouldClose(window)) - MainLoopStep(); - - // Cleanup - err = vkDeviceWaitIdle(g_Device); - check_vk_result(err); - ImGui_ImplVulkan_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); - - CleanupVulkanWindow(); - CleanupVulkan(); - - glfwDestroyWindow(window); - glfwTerminate(); - - return 0; -} - -void MainLoopStep() -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - GLFWwindow* window = g_AppWindow; - glfwPollEvents(); - - // Resize swap chain? - if (g_SwapChainRebuild) { - int width, height; - glfwGetFramebufferSize(window, &width, &height); - if (width > 0 && height > 0) + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Resize swap chain? + if (g_SwapChainRebuild) { - ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); - g_MainWindowData.FrameIndex = 0; - g_SwapChainRebuild = false; + int width, height; + glfwGetFramebufferSize(window, &width, &height); + if (width > 0 && height > 0) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } } - } - // Start the Dear ImGui frame - ImGui_ImplVulkan_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + // 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); - // 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 create a named window. + { + static float f = 0.0f; + static int counter = 0; - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::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::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 - 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); - 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(); + } - 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(); + } - // 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* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - // Rendering - ImGui::Render(); - ImDrawData* main_draw_data = ImGui::GetDrawData(); - const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); - ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - if (!main_is_minimized) - FrameRender(wd, main_draw_data); - - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } - // Present Main Platform Window - if (!main_is_minimized) - FramePresent(wd); + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; } diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp index e061447a..79701b1e 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl_directx11/main.cpp @@ -12,14 +12,12 @@ #include // Data -static SDL_Window* g_AppWindow = NULL; static ID3D11Device* g_pd3dDevice = NULL; static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static IDXGISwapChain* g_pSwapChain = NULL; static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; // Forward declarations of helper functions -bool MainLoopStep(); bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); @@ -44,7 +42,6 @@ int main(int, char**) SDL_VERSION(&wmInfo.version); SDL_GetWindowWMInfo(window, &wmInfo); HWND hwnd = (HWND)wmInfo.info.win.window; - g_AppWindow = window; // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -96,116 +93,107 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - // Main loop - while (true) - { - if (!MainLoopStep()) - break; - } - - // Cleanup - ImGui_ImplDX11_Shutdown(); - ImGui_ImplSDL2_Shutdown(); - ImGui::DestroyContext(); - - CleanupDeviceD3D(); - SDL_DestroyWindow(window); - SDL_Quit(); - - return 0; -} + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); -bool MainLoopStep() -{ - // Poll and handle SDL events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Window* window = g_AppWindow; - SDL_Event event; - while (SDL_PollEvent(&event)) + // Main loop + bool done = false; + while (!done) { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) { - // Release all outstanding references to the swap chain's buffers before resizing. - CleanupRenderTarget(); - g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); - CreateRenderTarget(); + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + // Release all outstanding references to the swap chain's buffers before resizing. + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } } - } - // Start the Dear ImGui frame - ImGui_ImplDX11_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + // 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); - // 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 create a named window. + { + static float f = 0.0f; + static int counter = 0; - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::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::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 - 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); - 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(); + } - 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(); + } - // 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(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); - // Rendering - ImGui::Render(); - const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); - g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync } - g_pSwapChain->Present(1, 0); // Present with vsync - //g_pSwapChain->Present(0, 0); // Present without vsync + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); - return true; + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; } // Helper functions to use DirectX11 diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 06970635..f0cfb7b7 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -14,12 +14,6 @@ #include #include -// Data -static SDL_Window* g_AppWindow = NULL; - -// Forward declarations of helper functions -bool MainLoopStep(); - // Main code int main(int, char**) { @@ -41,7 +35,6 @@ int main(int, char**) SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync - g_AppWindow = window; // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -86,11 +79,93 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) - break; + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + 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 create 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(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + 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); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + + SDL_GL_SwapWindow(window); } // Cleanup @@ -104,95 +179,3 @@ int main(int, char**) return 0; } - -bool MainLoopStep() -{ - // Poll and handle SDL events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Window* window = g_AppWindow; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - return false; - } - - // Start the Dear ImGui frame - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); - - // 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 create 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(); - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - 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); - //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound - ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); - - // Update and Render additional Platform Windows - // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. - // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); - SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - SDL_GL_MakeCurrent(backup_current_window, backup_current_context); - } - - SDL_GL_SwapWindow(window); - - return true; -} diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp index cfd21848..2e77439d 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl_opengl3/main.cpp @@ -3,8 +3,6 @@ // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs -// This example can also compile and run with Emscripten. See Makefile.emscripten for details. - #include "imgui.h" #include "imgui_impl_sdl.h" #include "imgui_impl_opengl3.h" @@ -16,14 +14,9 @@ #include #endif -// Data -static SDL_Window* g_AppWindow = NULL; - -// Forward declarations of helper functions -bool MainLoopStep(); +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. #ifdef __EMSCRIPTEN__ -#include -void MainLoopForEmscripten(void*) { MainLoopStep(); } +#include "../libs/emscripten/emscripten_mainloop_stub.h" #endif // Main code @@ -69,7 +62,6 @@ int main(int, char**) SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync - g_AppWindow = window; // Setup Dear ImGui context IMGUI_CHECKVERSION(); @@ -115,20 +107,102 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop -#ifndef __EMSCRIPTEN__ - // Desktop Build - while (true) - { - if (!MainLoopStep()) - break; - } -#else - // Emscripten Build + bool done = false; +#ifdef __EMSCRIPTEN__ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. io.IniFilename = NULL; - emscripten_set_main_loop_arg(MainLoopForEmscripten, NULL, 0, true); + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + 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 create 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(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; #endif // Cleanup @@ -142,94 +216,3 @@ int main(int, char**) return 0; } - -bool MainLoopStep() -{ - // Poll and handle SDL events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Window* window = g_AppWindow; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - return false; - } - - // Start the Dear ImGui frame - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); - - // 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 create 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(); - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - 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_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - // Update and Render additional Platform Windows - // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. - // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); - SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - SDL_GL_MakeCurrent(backup_current_window, backup_current_context); - } - - SDL_GL_SwapWindow(window); - - return true; -} diff --git a/examples/example_sdl_sdlrenderer/main.cpp b/examples/example_sdl_sdlrenderer/main.cpp index bb6c1e4b..f4a2890b 100644 --- a/examples/example_sdl_sdlrenderer/main.cpp +++ b/examples/example_sdl_sdlrenderer/main.cpp @@ -17,13 +17,6 @@ #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function #endif -// Data -static SDL_Window* g_AppWindow = NULL; -static SDL_Renderer* g_AppWindowRenderer = NULL; - -// Forward declarations of helper functions -bool MainLoopStep(); - // Main code int main(int, char**) { @@ -43,8 +36,6 @@ int main(int, char**) SDL_Log("Error creating SDL_Renderer!"); return 0; } - g_AppWindow = window; - g_AppWindowRenderer = renderer; //SDL_RendererInfo info; //SDL_GetRendererInfo(renderer, &info); //SDL_Log("Current SDL_Renderer: %s", info.name); @@ -80,11 +71,79 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) - break; + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + 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 create 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(); + SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); + SDL_RenderPresent(renderer); } // Cleanup @@ -98,82 +157,3 @@ int main(int, char**) return 0; } - -bool MainLoopStep() -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Window* window = g_AppWindow; - SDL_Renderer* renderer = g_AppWindowRenderer; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - return false; - } - - // Start the Dear ImGui frame - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); - - // 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 create 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(); - SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); - SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); - SDL_RenderClear(renderer); - ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); - SDL_RenderPresent(renderer); - - return true; -} diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp index bd52c423..40acb4cb 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl_vulkan/main.cpp @@ -34,14 +34,10 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static SDL_Window* g_AppWindow = NULL; static ImGui_ImplVulkanH_Window g_MainWindowData; static uint32_t g_MinImageCount = 2; static bool g_SwapChainRebuild = false; -// Forward declarations of helper functions -bool MainLoopStep(); - static void check_vk_result(VkResult err) { if (err == 0) @@ -363,7 +359,6 @@ int main(int, char**) SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions); SetupVulkan(extensions, extensions_count); delete[] extensions; - g_AppWindow = window; // Create Window Surface VkSurfaceKHR surface; @@ -467,131 +462,121 @@ int main(int, char**) ImGui_ImplVulkan_DestroyFontUploadObjects(); } + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) - break; - } - - // Cleanup - err = vkDeviceWaitIdle(g_Device); - check_vk_result(err); - ImGui_ImplVulkan_Shutdown(); - ImGui_ImplSDL2_Shutdown(); - ImGui::DestroyContext(); - - CleanupVulkanWindow(); - CleanupVulkan(); + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } - SDL_DestroyWindow(window); - SDL_Quit(); + // Resize swap chain? + if (g_SwapChainRebuild) + { + int width, height; + SDL_GetWindowSize(window, &width, &height); + if (width > 0 && height > 0) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + } - return 0; -} + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); -bool MainLoopStep() -{ - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Window* window = g_AppWindow; - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - return false; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - return false; - } + // 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); - // Resize swap chain? - if (g_SwapChainRebuild) - { - int width, height; - SDL_GetWindowSize(window, &width, &height); - if (width > 0 && height > 0) + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. { - ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); - ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); - g_MainWindowData.FrameIndex = 0; - g_SwapChainRebuild = false; - } - } + static float f = 0.0f; + static int counter = 0; - // Start the Dear ImGui frame - ImGui_ImplVulkan_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + 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); - // 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); + 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 - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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. + 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("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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } - 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 + // 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(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // Rendering + ImGui::Render(); + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } - // 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(); - } + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); - // Rendering - ImGui::Render(); - ImDrawData* main_draw_data = ImGui::GetDrawData(); - const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); - ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - if (!main_is_minimized) - FrameRender(wd, main_draw_data); - - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - } + CleanupVulkanWindow(); + CleanupVulkan(); - // Present Main Platform Window - if (!main_is_minimized) - FramePresent(wd); + SDL_DestroyWindow(window); + SDL_Quit(); - return true; + return 0; } diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index 45d89c56..794084d3 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -15,7 +15,6 @@ static IDXGISwapChain* g_pSwapChain = NULL; static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; // Forward declarations of helper functions -bool MainLoopStep(); bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); @@ -86,111 +85,100 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) break; - } - // Cleanup - ImGui_ImplDX10_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); + // Start the Dear ImGui frame + ImGui_ImplDX10_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); - CleanupDeviceD3D(); - ::DestroyWindow(hwnd); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + // 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); - return 0; -} + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; -bool MainLoopStep() -{ - // Poll and handle messages (inputs, window resize, etc.) - // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend. - bool done = false; - MSG msg; - while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) - { - ::TranslateMessage(&msg); - ::DispatchMessage(&msg); - if (msg.message == WM_QUIT) - done = true; - } - if (done) - return false; + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // Start the Dear ImGui frame - ImGui_ImplDX10_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); + 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); - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + 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 - // 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); + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } - 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 + // 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(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - // 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(); + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync } - // Rendering - ImGui::Render(); - const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); - g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); - ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); - - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - } + ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); - g_pSwapChain->Present(1, 0); // Present with vsync - //g_pSwapChain->Present(0, 0); // Present without vsync + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - return true; + return 0; } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index a764fe64..89de34cf 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -15,7 +15,6 @@ static IDXGISwapChain* g_pSwapChain = NULL; static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; // Forward declarations of helper functions -bool MainLoopStep(); bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); @@ -91,110 +90,101 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) break; - } - - // Cleanup - ImGui_ImplDX11_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - CleanupDeviceD3D(); - ::DestroyWindow(hwnd); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - - return 0; -} + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); -bool MainLoopStep() -{ - // Poll and handle messages (inputs, window resize, etc.) - // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend. - bool done = false; - MSG msg; - while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) - { - ::TranslateMessage(&msg); - ::DispatchMessage(&msg); - if (msg.message == WM_QUIT) - done = true; - } - if (done) - return false; + // 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); - // Start the Dear ImGui frame - ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // 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); + 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); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; + 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 - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + 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("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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } - 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 + // 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(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - // 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(); + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync } - // Rendering - ImGui::Render(); - const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); - g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); - } + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - g_pSwapChain->Present(1, 0); // Present with vsync - //g_pSwapChain->Present(0, 0); // Present without vsync - return true; + return 0; } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 770c0a3f..8c6e6f96 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -48,7 +48,6 @@ static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; // Forward declarations of helper functions -bool MainLoopStep(); bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); @@ -124,140 +123,131 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) break; - } - // Cleanup - WaitForLastSubmittedFrame(); - ImGui_ImplDX12_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); + // Start the Dear ImGui frame + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); - CleanupDeviceD3D(); - ::DestroyWindow(hwnd); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - - return 0; -} - -bool MainLoopStep() -{ - // Poll and handle messages (inputs, window resize, etc.) - // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend. - bool done = false; - MSG msg; - while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) - { - ::TranslateMessage(&msg); - ::DispatchMessage(&msg); - if (msg.message == WM_QUIT) - done = true; - } - if (done) - return false; + // 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); - // Start the Dear ImGui frame - ImGui_ImplDX12_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // 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); + 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); - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; + 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 - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + 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("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::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } - 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 + // 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(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // Rendering + ImGui::Render(); + + FrameContext* frameCtx = WaitForNextFrameResources(); + UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); + frameCtx->CommandAllocator->Reset(); + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL); + g_pd3dCommandList->ResourceBarrier(1, &barrier); + + // Render Dear ImGui graphics + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL); + g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); + g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->Close(); + + g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList); + } - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync - // 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(); + UINT64 fenceValue = g_fenceLastSignaledValue + 1; + g_pd3dCommandQueue->Signal(g_fence, fenceValue); + g_fenceLastSignaledValue = fenceValue; + frameCtx->FenceValue = fenceValue; } - // Rendering - ImGui::Render(); - - FrameContext* frameCtx = WaitForNextFrameResources(); - UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); - frameCtx->CommandAllocator->Reset(); - - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; - g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL); - g_pd3dCommandList->ResourceBarrier(1, &barrier); - - // Render Dear ImGui graphics - const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL); - g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); - g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); - ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; - g_pd3dCommandList->ResourceBarrier(1, &barrier); - g_pd3dCommandList->Close(); - - g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); - - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList); - } + WaitForLastSubmittedFrame(); - g_pSwapChain->Present(1, 0); // Present with vsync - //g_pSwapChain->Present(0, 0); // Present without vsync + // Cleanup + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); - UINT64 fenceValue = g_fenceLastSignaledValue + 1; - g_pd3dCommandQueue->Signal(g_fence, fenceValue); - g_fenceLastSignaledValue = fenceValue; - frameCtx->FenceValue = fenceValue; + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - return true; + return 0; } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 9fae3cf8..04ca427b 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -14,7 +14,6 @@ static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static D3DPRESENT_PARAMETERS g_d3dpp = {}; // Forward declarations of helper functions -bool MainLoopStep(); bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void ResetDevice(); @@ -84,121 +83,110 @@ int main(int, char**) //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // Main loop - while (true) + bool done = false; + while (!done) { - if (!MainLoopStep()) + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) break; - } - - // Cleanup - ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - - CleanupDeviceD3D(); - ::DestroyWindow(hwnd); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - - return 0; -} -bool MainLoopStep() -{ - // Poll and handle messages (inputs, window resize, etc.) - // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend. - bool done = false; - MSG msg; - while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) - { - ::TranslateMessage(&msg); - ::DispatchMessage(&msg); - if (msg.message == WM_QUIT) - done = true; - } - if (done) - return false; + // Start the Dear ImGui frame + ImGui_ImplDX9_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); - // Start the Dear ImGui frame - ImGui_ImplDX9_NewFrame(); - ImGui_ImplWin32_NewFrame(); - 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); - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - 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); + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; - // 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); + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; + 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::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + 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 - 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); + 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::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 + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); + // 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(); + } - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } + // Rendering + ImGui::EndFrame(); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f)); + g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); + if (g_pd3dDevice->BeginScene() >= 0) + { + ImGui::Render(); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + g_pd3dDevice->EndScene(); + } - // 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(); - } + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } - // Rendering - ImGui::EndFrame(); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); - D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f)); - g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); - if (g_pd3dDevice->BeginScene() >= 0) - { - ImGui::Render(); - ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); - g_pd3dDevice->EndScene(); - } + HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); - // Update and Render additional Platform Windows - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui::UpdatePlatformWindows(); - ImGui::RenderPlatformWindowsDefault(); + // Handle loss of D3D9 device + if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) + ResetDevice(); } - HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); + ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); - // Handle loss of D3D9 device - if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) - ResetDevice(); + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - return true; + return 0; } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) diff --git a/examples/libs/emscripten/emscripten_mainloop_stub.h b/examples/libs/emscripten/emscripten_mainloop_stub.h new file mode 100644 index 00000000..05cf60fe --- /dev/null +++ b/examples/libs/emscripten/emscripten_mainloop_stub.h @@ -0,0 +1,37 @@ +// What does this file solves? +// - Since Dear ImGui 1.00 we took pride that most of our examples applications had their entire +// main-loop inside the main() function. That's because: +// - It makes the examples easier to read, keeping the code sequential. +// - It permit the use of local variables, making it easier to try things and perform quick +// changes when someone needs to quickly test something (vs having to structure the example +// in order to pass data around). This is very important because people use those examples +// to craft easy-to-past repro when they want to discuss features or report issues. +// - It conveys at a glance that this is a no-BS framework, it won't take your main loop away from you. +// - It is generally nice and elegant. +// - However, comes Emscripten... it is a wonderful and magical tech but it requires a "main loop" function. +// - Only some of our examples would run on Emscripten. Typically the ones rendering with GL or WGPU ones. +// - I tried to refactor those examples but felt it was problematic that other examples didn't follow the +// same layout. Why would the SDL+GL example be structured one way and the SGL+DX11 be structured differently? +// Especially as we are trying hard to convey that using a Dear ImGui backend in an *existing application* +// should requires only a few dozens lines of code, and this should be consistent and symmetrical for all backends. +// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. +// This worked, but it made us lose all the nice things we had... + +// Since only about 3 examples really need to run with Emscripten, here's our solution: +// - Use some weird macros and capturing lambda to turn a loop in main() into a function. +// - Hide all that crap in this file so it doesn't make our examples unusually ugly. +// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't +// want to suggest to the newcomer that we would ever use C++ headers as this would affect +// the initial judgment of many of our target audience. +// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ +#ifdef __EMSCRIPTEN__ +#include +#include +static std::function MainLoopForEmscriptenP; +static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } +#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() +#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) +#else +#define EMSCRIPTEN_MAINLOOP_BEGIN +#define EMSCRIPTEN_MAINLOOP_END +#endif diff --git a/imgui.h b/imgui.h index c2942c5a..fe62aa4d 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89.3 WIP" -#define IMGUI_VERSION_NUM 18926 +#define IMGUI_VERSION_NUM 18927 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch diff --git a/imgui_internal.h b/imgui_internal.h index 7feff92e..72088928 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2739,14 +2739,15 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; -// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) struct ImGuiTableInstanceData { + ImGuiID TableInstanceID; float LastOuterHeight; // Outer height from last frame float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked) float LastFrozenHeight; // Height of frozen section from last frame - ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; } + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; } }; // FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData @@ -3283,7 +3284,8 @@ namespace ImGui IMGUI_API void TableDrawContextMenu(ImGuiTable* table); IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); - inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); @@ -3295,7 +3297,7 @@ namespace ImGui IMGUI_API void TableEndCell(ImGuiTable* table); IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); - IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 89fe8a73..8452c06e 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -332,11 +332,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; - const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; - if (instance_no > 0) - IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); @@ -352,17 +348,34 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG flags = TableFixFlags(flags, outer_window); // Initialize + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; table->ID = id; table->Flags = flags; - table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; temp_data->UserOuterSize = outer_size; - if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) - table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + char instance_desc[12]; + int instance_desc_len = ImFormatString(instance_desc, IM_ARRAYSIZE(instance_desc), "##Instance%d", instance_no); + instance_id = GetIDWithSeed(instance_desc, instance_desc + instance_desc_len, id); + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -412,7 +425,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG } // Push a standardized ID for both child-using and not-child-using tables - PushOverrideID(instance_id); + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. // Backup a copy of host window members we will modify ImGuiWindow* inner_window = table->InnerWindow; @@ -1348,8 +1363,10 @@ void ImGui::EndTable() } // Pop from id stack - IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); PopID(); // Restore window data that we modified @@ -1619,11 +1636,11 @@ ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) } // Return the resizing ID for the right-side of the given column. -ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) { IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; - return id; + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal } // Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. @@ -2878,10 +2895,9 @@ void ImGui::TableHeadersRow() continue; // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide - // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); - PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + PushID(column_n); TableHeader(name); PopID(); } diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 6c247709..c5a7830a 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4871,7 +4871,7 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) ImStb::StbUndoState* undo_state = &stb_state->undostate; Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); DebugLocateItemOnHover(state->ID); - Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state