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Examples: Amend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)
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@ -1165,11 +1165,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC)
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static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
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{
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW | (platformHasOwnDC ? CS_OWNDC : 0);
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wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
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wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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@ -29,8 +29,10 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
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void ResetDeviceWGL();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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static void Win32_CreateWindow(ImGuiViewport* viewport)
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// Support function for multi-viewports
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// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
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// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
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static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
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{
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assert(viewport->RendererUserData == NULL);
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@ -39,7 +41,7 @@ static void Win32_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = data;
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}
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static void Win32_DestroyWindow(ImGuiViewport* viewport)
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static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
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{
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if (viewport->RendererUserData != NULL)
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{
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@ -50,25 +52,17 @@ static void Win32_DestroyWindow(ImGuiViewport* viewport)
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}
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}
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static void Win32_RenderWindow(ImGuiViewport* viewport, void*)
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static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
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{
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WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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if (data)
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{
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// Activate the platform window DC in the OpenGL rendering context
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if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
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wglMakeCurrent(data->hDC, g_hRC);
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}
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}
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static void Win32_SwapBuffers(ImGuiViewport* viewport, void*)
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static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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if (data)
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{
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SwapBuffers(data->hDC);
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}
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if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
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::SwapBuffers(data->hDC);
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}
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// Main code
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@ -119,22 +113,20 @@ int main(int, char**)
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ImGui_ImplWin32_InitForOpenGL(hwnd);
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ImGui_ImplOpenGL3_Init();
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// Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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// Store the hdc for this new window
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assert(platform_io.Renderer_CreateWindow == NULL);
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platform_io.Renderer_CreateWindow = Win32_CreateWindow;
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assert(platform_io.Renderer_DestroyWindow == NULL);
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platform_io.Renderer_DestroyWindow = Win32_DestroyWindow;
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assert(platform_io.Renderer_SwapBuffers == NULL);
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platform_io.Renderer_SwapBuffers = Win32_SwapBuffers;
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// We need to activate the context before drawing
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assert(platform_io.Platform_RenderWindow == NULL);
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platform_io.Platform_RenderWindow = Win32_RenderWindow;
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IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
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IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
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IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
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IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
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platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
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platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
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platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
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platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
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}
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -227,6 +219,7 @@ int main(int, char**)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
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wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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}
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