In particular:
- imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match.
- imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab
- Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file.
+ moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
if(bd->pFontTextureView){bd->pFontTextureView->Release();bd->pFontTextureView=nullptr;ImGui::GetIO().Fonts->SetTexID(nullptr);}// We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if(bd->pFontTextureView){bd->pFontTextureView->Release();bd->pFontTextureView=nullptr;ImGui::GetIO().Fonts->SetTexID(0);}// We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if(bd->pFontTextureView){bd->pFontTextureView->Release();bd->pFontTextureView=nullptr;ImGui::GetIO().Fonts->SetTexID(nullptr);}// We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if(bd->pFontTextureView){bd->pFontTextureView->Release();bd->pFontTextureView=nullptr;ImGui::GetIO().Fonts->SetTexID(0);}// We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
if(bd->FontTexture){bd->FontTexture->Release();bd->FontTexture=nullptr;ImGui::GetIO().Fonts->SetTexID(nullptr);}// We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if(bd->FontTexture){bd->FontTexture->Release();bd->FontTexture=nullptr;ImGui::GetIO().Fonts->SetTexID(0);}// We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.