Browse Source

About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose.

omar 6 years ago
parent
commit
a423f032ee

+ 8 - 4
.github/issue_template.md

@@ -11,15 +11,18 @@ https://discourse.dearimgui.org/c/getting-started
 
 ----
 
+_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
+
 **Version/Branch of Dear ImGui:**
 
-XXX
+Version: XXX
+Branch: XXX _(master/viewport/docking/etc.)_
 
-**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
+**Back-end/Renderer/Compiler/OS** 
 
-Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
-OS: XXX 
+Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
 Compiler: XXX _(if the question is related to building)_
+Operating System: XXX 
 
 **My Issue/Question:** _(please provide context)_
 
@@ -27,6 +30,7 @@ XXX
 
 **Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
 ```
+// Please do not forget this!
 ImGui::Begin("Example Bug");
 MoreCodeToExplainMyIssue();
 ImGui::End();

+ 2 - 0
examples/imgui_impl_allegro5.cpp

@@ -15,6 +15,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
 //  2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
 //  2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
@@ -231,6 +232,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
+    io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
 
     // Create custom vertex declaration.
     // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.

+ 4 - 0
examples/imgui_impl_dx10.cpp

@@ -10,6 +10,7 @@
 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
 //  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -463,6 +464,9 @@ void    ImGui_ImplDX10_InvalidateDeviceObjects()
 
 bool    ImGui_ImplDX10_Init(ID3D10Device* device)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_dx10";
+
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;

+ 4 - 0
examples/imgui_impl_dx11.cpp

@@ -10,6 +10,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
 //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
@@ -470,6 +471,9 @@ void    ImGui_ImplDX11_InvalidateDeviceObjects()
 
 bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_dx11";
+
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;

+ 4 - 0
examples/imgui_impl_dx12.cpp

@@ -12,6 +12,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
 //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
 //  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
@@ -586,6 +587,9 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
 bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_dx12";
+
     g_pd3dDevice = device;
     g_RTVFormat = rtv_format;
     g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;

+ 4 - 0
examples/imgui_impl_dx9.cpp

@@ -10,6 +10,7 @@
 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
@@ -199,6 +200,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
 
 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_dx9";
+
     g_pd3dDevice = device;
     return true;
 }

+ 3 - 0
examples/imgui_impl_freeglut.cpp

@@ -11,6 +11,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-03-22: Added FreeGLUT Platform binding.
 
 #include "imgui.h"
@@ -26,6 +27,8 @@ static int g_Time = 0;          // Current time, in milliseconds
 bool ImGui_ImplFreeGLUT_Init()
 {
     ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName ="imgui_impl_freeglut";
+
     g_Time = 0;
 
     // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.

+ 2 - 0
examples/imgui_impl_glfw.cpp

@@ -14,6 +14,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -130,6 +131,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendPlatformName = "imgui_impl_glfw";
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;

+ 5 - 2
examples/imgui_impl_marmalade.cpp

@@ -10,6 +10,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@@ -42,7 +43,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 
     // Render command lists
-    for(int n = 0; n < draw_data->CmdListsCount; n++)
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
         const ImDrawList* cmd_list = draw_data->CmdLists[n];
         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
@@ -51,7 +52,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
         CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
         CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
 
-        for( int i=0; i < nVert; i++ )
+        for (int i = 0; i < nVert; i++)
         {
             // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
             pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
@@ -214,6 +215,8 @@ void    ImGui_Marmalade_InvalidateDeviceObjects()
 bool    ImGui_Marmalade_Init(bool install_callbacks)
 {
     ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
+
     io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
     io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;

+ 4 - 0
examples/imgui_impl_metal.mm

@@ -10,6 +10,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-07-05: Metal: Added new Metal backend implementation.
 
 #include "imgui.h"
@@ -65,6 +66,9 @@ static MetalContext *g_sharedMetalContext = nil;
 
 bool ImGui_ImplMetal_Init(id<MTLDevice> device)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_metal";
+
     static dispatch_once_t onceToken;
     dispatch_once(&onceToken, ^{
         g_sharedMetalContext = [[MetalContext alloc] init];

+ 3 - 0
examples/imgui_impl_opengl2.cpp

@@ -18,6 +18,7 @@
 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
 //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -53,6 +54,8 @@ static GLuint       g_FontTexture = 0;
 // Functions
 bool    ImGui_ImplOpenGL2_Init()
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_opengl2";
     return true;
 }
 

+ 5 - 0
examples/imgui_impl_opengl3.cpp

@@ -11,6 +11,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
 //  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 //  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
@@ -100,6 +101,9 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
 // Functions
 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_opengl3";
+
     // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
 #ifdef USE_GL_ES3
     if (glsl_version == NULL)
@@ -111,6 +115,7 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
     strcpy(g_GlslVersionString, glsl_version);
     strcat(g_GlslVersionString, "\n");
+
     return true;
 }
 

+ 2 - 0
examples/imgui_impl_osx.mm

@@ -12,6 +12,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-07-07: Initial version.
 
 // Data
@@ -27,6 +28,7 @@ bool ImGui_ImplOSX_Init()
     //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
     //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
     //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+    io.BackendPlatformName = "imgui_impl_osx";
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     const int offset_for_function_keys = 256 - 0xF700;

+ 2 - 0
examples/imgui_impl_sdl.cpp

@@ -16,6 +16,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -123,6 +124,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendPlatformName = "imgui_impl_sdl"
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;

+ 4 - 0
examples/imgui_impl_vulkan.cpp

@@ -13,6 +13,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
 //  2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
 //  2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
@@ -695,6 +696,9 @@ void    ImGui_ImplVulkan_InvalidateDeviceObjects()
 
 bool    ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_vulkan";
+
     IM_ASSERT(info->Instance != VK_NULL_HANDLE);
     IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
     IM_ASSERT(info->Device != VK_NULL_HANDLE);

+ 2 - 0
examples/imgui_impl_win32.cpp

@@ -18,6 +18,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
 //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
@@ -52,6 +53,7 @@ bool    ImGui_ImplWin32_Init(void* hwnd)
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendPlatformName = "imgui_impl_win32";
     io.ImeWindowHandle = hwnd;
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.

+ 1 - 0
imgui.cpp

@@ -1097,6 +1097,7 @@ ImGuiIO::ImGuiIO()
     ConfigResizeWindowsFromEdges = false;
 
     // Platform Functions
+    BackendPlatformName = BackendRendererName = NULL;
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
     ClipboardUserData = NULL;

+ 5 - 1
imgui.h

@@ -1172,6 +1172,10 @@ struct ImGuiIO
     // (the imgui_impl_xxxx back-end files are setting those up for you)
     //------------------------------------------------------------------
 
+    // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window)
+    const char* BackendPlatformName;
+    const char* BackendRendererName;
+
     // Optional: Access OS clipboard
     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
     const char* (*GetClipboardTextFn)(void* user_data);
@@ -1181,7 +1185,7 @@ struct ImGuiIO
     // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
     // (default to use native imm32 api on Windows)
     void        (*ImeSetInputScreenPosFn)(int x, int y);
-    void*       ImeWindowHandle;            // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+    void*       ImeWindowHandle;                // (Windows) Set this to your HWND to get automatic IME cursor positioning.
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!

+ 2 - 0
imgui_demo.cpp

@@ -2547,6 +2547,8 @@ void ImGui::ShowAboutWindow(bool* p_open)
         if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)         ImGui::Text(" HasGamepad");
         if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)    ImGui::Text(" HasMouseCursors");
         if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)     ImGui::Text(" HasSetMousePos");
+        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
+        ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
         ImGui::Separator();
         ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
         ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);