Browse Source

Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui.h
ocornut 3 years ago
parent
commit
06e4f4e370
6 changed files with 26 additions and 24 deletions
  1. 8 6
      backends/imgui_impl_sdlrenderer.cpp
  2. 1 1
      backends/imgui_impl_sdlrenderer.h
  3. 7 2
      docs/CHANGELOG.txt
  4. 2 2
      imgui.cpp
  5. 5 5
      imgui.h
  6. 3 8
      imgui_demo.cpp

+ 8 - 6
backends/imgui_impl_sdlrenderer.cpp

@@ -10,8 +10,8 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 // Missing features:
-//  [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
 //  [ ] Renderer: Multi-viewport support (multiple windows).
 
 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -19,6 +19,7 @@
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 
 // CHANGELOG
+//  2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2021-10-06: Backup and restore modified ClipRect/Viewport.
 //  2021-09-21: Initial version.
 
@@ -62,6 +63,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
     ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_sdlrenderer";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 
     bd->SDLRenderer = renderer;
 
@@ -128,7 +130,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
         SDL_Rect    ClipRect;
     };
     BackupSDLRendererState old = {};
-    old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer);
+    old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
     SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
     SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
 
@@ -171,9 +173,9 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
                 SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
                 SDL_RenderSetClipRect(bd->SDLRenderer, &r);
 
-                const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
-                const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
-                const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
+                const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
+                const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
+                const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col));
 
                 // Bind texture, Draw
 				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
@@ -181,7 +183,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
                     xy, (int)sizeof(ImDrawVert),
                     color, (int)sizeof(ImDrawVert),
                     uv, (int)sizeof(ImDrawVert),
-                    cmd_list->VtxBuffer.Size,
+                    cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
                     idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
             }
         }

+ 1 - 1
backends/imgui_impl_sdlrenderer.h

@@ -10,8 +10,8 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 // Missing features:
-//  [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
 //  [ ] Renderer: Multi-viewport support (multiple windows).
 
 #pragma once

+ 7 - 2
docs/CHANGELOG.txt

@@ -110,7 +110,9 @@ Breaking Changes:
 
 Other Changes:
 
-- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
+- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
+  (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
+  but it allows testing for triple clicks and more).
 - Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
 - Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
 - Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
@@ -132,7 +134,7 @@ Other Changes:
 - Clipper: currently focused item is automatically included in clipper range.
   Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
   still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
-- Cliooer: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
+- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
   during a clipping operation. (#3841) [@@GamingMinds-DanielC]
 - Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
   by the clipper to display. (#3841)
@@ -143,12 +145,15 @@ Other Changes:
 - Metrics: Added a node showing windows in submission order and showing the Begin() stack.
 - Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
   io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
+- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
 - Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
 - CI: Add MinGW DLL build to test suite. [@rokups]
 - Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
   likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
   vkCmdSetScissor() explicitly every frame. (#4644)
 - Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
+- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
+  enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
 - Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
   wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
   in-flux specs says. (#4766) [@meshula]

+ 2 - 2
imgui.cpp

@@ -5101,11 +5101,11 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
     return g.IO.MouseClickedCount[button] == 2;
 }
 
-bool ImGui::IsMouseTripleClicked(ImGuiMouseButton button)
+int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
 {
     ImGuiContext& g = *GImGui;
     IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
-    return g.IO.MouseClickedCount[button] == 3;
+    return g.IO.MouseClickedCount[button];
 }
 
 // Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.

+ 5 - 5
imgui.h

@@ -65,7 +65,7 @@ Index of this file:
 // Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
 #define IMGUI_VERSION               "1.86 WIP"
-#define IMGUI_VERSION_NUM           18512
+#define IMGUI_VERSION_NUM           18514
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 #define IMGUI_HAS_TABLE
 #define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
@@ -929,10 +929,10 @@ namespace ImGui
     // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
     // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
     IMGUI_API bool          IsMouseDown(ImGuiMouseButton button);                               // is mouse button held?
-    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down)
+    IMGUI_API bool          IsMouseClicked(ImGuiMouseButton button, bool repeat = false);       // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
     IMGUI_API bool          IsMouseReleased(ImGuiMouseButton button);                           // did mouse button released? (went from Down to !Down)
-    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
-    IMGUI_API bool          IsMouseTripleClicked(ImGuiMouseButton button);                      // did mouse button triple-clicked? (note that a triple-click will also report IsMouseClicked() == true)
+    IMGUI_API bool          IsMouseDoubleClicked(ImGuiMouseButton button);                      // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
+    IMGUI_API int           GetMouseClickedCount(ImGuiMouseButton button);                      // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
     IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
     IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
     IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held?
@@ -997,7 +997,7 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
     ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
-    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node.
+    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file

+ 3 - 8
imgui_demo.cpp

@@ -5741,14 +5741,9 @@ static void ShowDemoWindowMisc()
             ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
 
             int count = IM_ARRAYSIZE(io.MouseDown);
-            ImGui::Text("Mouse down:");         for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i))          { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
-            ImGui::Text("Mouse clicked:");      for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i))       { ImGui::SameLine(); ImGui::Text("b%d", i); }
-            ImGui::Text(" - clicked double:");  for (int i = 0; i < count; i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
-            ImGui::Text(" - clicked triple:");  for (int i = 0; i < count; i++) if (ImGui::IsMouseTripleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
-            ImGui::Text(" - clicked count:");   for (int i = 0; i < count; i++) if (io.MouseClickedCount[i])        { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedCount[i]); }
-            //ImGui::Text(" - last count:");    for (int i = 0; i < count; i++) if (io.MouseClickedLastCount[i])    { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedLastCount[i]); }
-
-            ImGui::Text("Mouse released:");     for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i))      { ImGui::SameLine(); ImGui::Text("b%d", i); }
+            ImGui::Text("Mouse down:");         for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i))      { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+            ImGui::Text("Mouse clicked:");      for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i))   { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }
+            ImGui::Text("Mouse released:");     for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i))  { ImGui::SameLine(); ImGui::Text("b%d", i); }
             ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
             ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
             ImGui::TreePop();