change to imgui docker version
rename to work-calendar
This commit is contained in:
@@ -6,6 +6,7 @@
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// 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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@@ -17,8 +18,10 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
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// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
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// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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@@ -82,6 +85,7 @@ struct ImGui_ImplDX11_Data
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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@@ -98,6 +102,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Forward Declarations
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static void ImGui_ImplDX11_InitMultiViewportSupport();
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static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
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{
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@@ -619,6 +627,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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@@ -641,6 +650,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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bd->pd3dDevice->AddRef();
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bd->pd3dDeviceContext->AddRef();
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ImGui_ImplDX11_InitMultiViewportSupport();
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return true;
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}
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@@ -650,13 +661,14 @@ void ImGui_ImplDX11_Shutdown()
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX11_ShutdownMultiViewportSupport();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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IM_DELETE(bd);
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}
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@@ -670,6 +682,150 @@ void ImGui_ImplDX11_NewFrame()
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IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX11_ViewportData
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{
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IDXGISwapChain* SwapChain;
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ID3D11RenderTargetView* RTView;
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ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
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~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
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};
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// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order.
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// This is intentionally not declared in the .h file yet, so you will need to copy this declaration:
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void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count);
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void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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bd->SwapChainDescsForViewports.resize(desc_templates_count);
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memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC));
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}
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static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
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// Create swap chain
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HRESULT hr = DXGI_ERROR_UNSUPPORTED;
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for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports)
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{
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IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr);
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DXGI_SWAP_CHAIN_DESC sd = sd_template;
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sd.BufferDesc.Width = (UINT)viewport->Size.x;
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sd.BufferDesc.Height = (UINT)viewport->Size.y;
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sd.OutputWindow = hwnd;
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hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
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if (SUCCEEDED(hr))
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break;
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}
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IM_ASSERT(SUCCEEDED(hr));
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// Create the render target
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if (vd->SwapChain != nullptr)
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{
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ID3D11Texture2D* pBackBuffer;
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vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
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if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
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{
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if (vd->SwapChain)
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vd->SwapChain->Release();
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vd->SwapChain = nullptr;
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if (vd->RTView)
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vd->RTView->Release();
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vd->RTView = nullptr;
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IM_DELETE(vd);
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}
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viewport->RendererUserData = nullptr;
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}
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static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
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if (vd->RTView)
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{
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vd->RTView->Release();
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vd->RTView = nullptr;
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}
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if (vd->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer = nullptr;
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vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
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bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
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ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
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vd->SwapChain->Present(0, 0); // Present without vsync
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}
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static void ImGui_ImplDX11_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
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platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
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platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
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platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
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// Default swapchain format
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = 0;
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ImGui_ImplDX11_SetSwapChainDescs(&sd, 1);
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}
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static void ImGui_ImplDX11_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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