mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-12 02:00:58 +01:00
Merge branch 'master' into navigation
# Conflicts: # imgui.cpp
This commit is contained in:
commit
66b2ee6ea2
@ -28,8 +28,6 @@ static double g_Time = 0.0;
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static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
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static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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struct ImDrawVertAllegro
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{
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ImVec2 pos;
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@ -162,9 +160,9 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
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// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
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ALLEGRO_VERTEX_ELEMENT elems[] =
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{
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{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
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{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
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{ ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) },
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{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
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{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
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{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
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{ 0, 0, 0 }
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};
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g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
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|
@ -793,11 +793,10 @@ bool ImGui_ImplIOS_CreateDeviceObjects()
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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#undef OFFSETOF
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -110,6 +110,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -127,6 +128,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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|
@ -240,19 +240,20 @@ static bool IsAnyMouseButtonDown()
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN:
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case WM_RBUTTONDOWN:
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case WM_MBUTTONDOWN:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN) button = 0;
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if (msg == WM_RBUTTONDOWN) button = 1;
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if (msg == WM_MBUTTONDOWN) button = 2;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
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SetCapture(hwnd);
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io.MouseDown[button] = true;
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|
@ -110,6 +110,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -127,6 +128,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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|
@ -247,19 +247,20 @@ static bool IsAnyMouseButtonDown()
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN:
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case WM_RBUTTONDOWN:
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case WM_MBUTTONDOWN:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN) button = 0;
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if (msg == WM_RBUTTONDOWN) button = 1;
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if (msg == WM_MBUTTONDOWN) button = 2;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
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SetCapture(hwnd);
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io.MouseDown[button] = true;
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|
@ -110,6 +110,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -127,6 +128,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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|
@ -186,19 +186,20 @@ static bool IsAnyMouseButtonDown()
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||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN:
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case WM_RBUTTONDOWN:
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case WM_MBUTTONDOWN:
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN) button = 0;
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if (msg == WM_RBUTTONDOWN) button = 1;
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if (msg == WM_MBUTTONDOWN) button = 2;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
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SetCapture(hwnd);
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io.MouseDown[button] = true;
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@ -77,15 +77,14 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
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glLoadIdentity();
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// Render command lists
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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@ -103,7 +102,6 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
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idx_buffer += pcmd->ElemCount;
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}
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}
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#undef OFFSETOF
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY);
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@ -116,6 +116,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<BufferSecurityCheck>false</BufferSecurityCheck>
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||||
</ClCompile>
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||||
<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -135,6 +136,7 @@
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||||
<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
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||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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|
@ -269,11 +269,9 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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glEnableVertexAttribArray(g_AttribLocationUV);
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glEnableVertexAttribArray(g_AttribLocationColor);
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#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
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#undef OFFSETOF
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glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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ImGui_ImplGlfwGL3_CreateFontsTexture();
|
||||
|
||||
|
@ -116,6 +116,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -135,6 +136,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -70,15 +70,14 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
glLoadIdentity();
|
||||
|
||||
// Render command lists
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
@ -96,7 +95,6 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
#undef OFFSETOF
|
||||
|
||||
// Restore modified state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
@ -273,11 +273,9 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects()
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||
#undef OFFSETOF
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
ImGui_ImplSdlGL3_CreateFontsTexture();
|
||||
|
||||
|
10
imgui.cpp
10
imgui.cpp
@ -716,7 +716,7 @@ namespace ImGui
|
||||
static void NavUpdate();
|
||||
static void NavUpdateWindowing();
|
||||
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
|
||||
static void FocusPreviousWindow();
|
||||
static void FocusFrontMostActiveWindow();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -3318,7 +3318,7 @@ void ImGui::NewFrame()
|
||||
|
||||
// Closing the focused window restore focus to the first active root window in descending z-order
|
||||
if (g.NavWindow && !g.NavWindow->WasActive)
|
||||
FocusPreviousWindow();
|
||||
FocusFrontMostActiveWindow();
|
||||
|
||||
// No window should be open at the beginning of the frame.
|
||||
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
|
||||
@ -6079,10 +6079,10 @@ void ImGui::BringWindowToFront(ImGuiWindow* window)
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.Windows.back() == window)
|
||||
return;
|
||||
for (int i = 0; i < g.Windows.Size; i++)
|
||||
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
|
||||
if (g.Windows[i] == window)
|
||||
{
|
||||
g.Windows.erase(g.Windows.begin() + i);
|
||||
g.Windows.erase(g.Windows.Data + i);
|
||||
g.Windows.push_back(window);
|
||||
break;
|
||||
}
|
||||
@ -6137,7 +6137,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
|
||||
BringWindowToFront(window);
|
||||
}
|
||||
|
||||
void ImGui::FocusPreviousWindow()
|
||||
void ImGui::FocusFrontMostActiveWindow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
for (int i = g.Windows.Size - 1; i >= 0; i--)
|
||||
|
2
imgui.h
2
imgui.h
@ -40,7 +40,7 @@
|
||||
#define IM_FMTLIST(FMT)
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
|
||||
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
|
@ -1445,7 +1445,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
|
||||
// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
|
||||
if (!TexPixelsRGBA32)
|
||||
{
|
||||
unsigned char* pixels;
|
||||
unsigned char* pixels = NULL;
|
||||
GetTexDataAsAlpha8(&pixels, NULL, NULL);
|
||||
if (pixels)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user