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mirror of https://github.com/ocornut/imgui.git synced 2024-12-18 10:35:59 +01:00

Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201)

This commit is contained in:
ocornut 2024-12-04 10:38:19 +01:00
parent 923ca4765a
commit 70b6ba4240
4 changed files with 5 additions and 2 deletions

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@ -4,6 +4,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR is supported, as this is the optimal color encoding for DirectX9.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -4,6 +4,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR is supported, as this is the optimal color encoding for DirectX9.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@ -59,7 +59,7 @@
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" //#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
//#define IMGUI_USE_BGRA_PACKED_COLOR //#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)

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@ -2715,7 +2715,8 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif #endif
// Helpers macros to generate 32-bit encoded colors // Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. // - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
#ifndef IM_COL32_R_SHIFT #ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR #ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16 #define IM_COL32_R_SHIFT 16