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Viewports: Renamed UpdatePlatformWindows > PlatformWindowsUpdate, RenderPlatformWindowsDefault -> PlatformWindowsRender, DestroyPlatformWindows > PlatformWindowsDestroy (#1542)

ocornut 5 years ago
parent
commit
f2c7f3b200

+ 1 - 1
docs/CHANGELOG.txt

@@ -82,7 +82,7 @@ Other changes:
 - Added GetWindowDpiScale().
 - Added GetOverlayDrawList(ImGuiViewport* viewport).
   The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
-- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
+- Added PlatformWindowsUpdate(), PlatformWindowsRender(), PlatformWindowsDestroy() for usage for application core.
 - Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends.
 - Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
 - Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options.

+ 2 - 2
examples/example_glfw_opengl2/main.cpp

@@ -160,8 +160,8 @@ int main(int, char**)
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
             GLFWwindow* backup_current_context = glfwGetCurrentContext();
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
             glfwMakeContextCurrent(backup_current_context);
         }
 

+ 2 - 2
examples/example_glfw_opengl3/main.cpp

@@ -205,8 +205,8 @@ int main(int, char**)
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
             GLFWwindow* backup_current_context = glfwGetCurrentContext();
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
             glfwMakeContextCurrent(backup_current_context);
         }
 

+ 2 - 2
examples/example_glfw_vulkan/main.cpp

@@ -525,8 +525,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         FramePresent(wd);

+ 2 - 2
examples/example_sdl_directx11/main.cpp

@@ -166,8 +166,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         g_pSwapChain->Present(1, 0); // Present with vsync

+ 2 - 2
examples/example_sdl_opengl2/main.cpp

@@ -158,8 +158,8 @@ int main(int, char**)
         {
             SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
             SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
             SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
         }
 

+ 2 - 2
examples/example_sdl_opengl3/main.cpp

@@ -207,8 +207,8 @@ int main(int, char**)
         {
             SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
             SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
             SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
         }
 

+ 2 - 2
examples/example_sdl_vulkan/main.cpp

@@ -522,8 +522,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         FramePresent(wd);

+ 2 - 2
examples/example_win32_directx10/main.cpp

@@ -159,8 +159,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         g_pSwapChain->Present(1, 0); // Present with vsync

+ 2 - 2
examples/example_win32_directx11/main.cpp

@@ -166,8 +166,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         g_pSwapChain->Present(1, 0); // Present with vsync

+ 2 - 2
examples/example_win32_directx12/main.cpp

@@ -210,8 +210,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender(NULL, (void*)g_pd3dCommandList);
         }
 
         g_pSwapChain->Present(1, 0); // Present with vsync

+ 2 - 2
examples/example_win32_directx9/main.cpp

@@ -165,8 +165,8 @@ int main(int, char**)
         // Update and Render additional Platform Windows
         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            ImGui::UpdatePlatformWindows();
-            ImGui::RenderPlatformWindowsDefault();
+            ImGui::PlatformWindowsUpdate();
+            ImGui::PlatformWindowsRender();
         }
 
         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

+ 1 - 1
examples/imgui_impl_dx10.cpp

@@ -655,6 +655,6 @@ void ImGui_ImplDX10_InitPlatformInterface()
 
 void ImGui_ImplDX10_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }
 

+ 1 - 1
examples/imgui_impl_dx11.cpp

@@ -671,5 +671,5 @@ static void ImGui_ImplDX11_InitPlatformInterface()
 
 static void ImGui_ImplDX11_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }

+ 1 - 1
examples/imgui_impl_dx12.cpp

@@ -947,5 +947,5 @@ void ImGui_ImplDX12_InitPlatformInterface()
 
 void ImGui_ImplDX12_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }

+ 1 - 1
examples/imgui_impl_dx9.cpp

@@ -423,7 +423,7 @@ static void ImGui_ImplDX9_InitPlatformInterface()
 
 static void ImGui_ImplDX9_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }
 
 static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()

+ 1 - 1
examples/imgui_impl_glfw.cpp

@@ -598,7 +598,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
         // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
         // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
         // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
-        // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
+        // your main loop after calling PlatformWindowsUpdate(). Iterate all viewports/platform windows and pass the flag to your windowing system.
         ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
         if (viewport->Flags & ImGuiViewportFlags_NoInputs)
             return HTTRANSPARENT;

+ 1 - 1
examples/imgui_impl_opengl2.cpp

@@ -283,5 +283,5 @@ static void ImGui_ImplOpenGL2_InitPlatformInterface()
 
 static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }

+ 1 - 1
examples/imgui_impl_opengl3.cpp

@@ -712,5 +712,5 @@ static void ImGui_ImplOpenGL3_InitPlatformInterface()
 
 static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }

+ 1 - 1
examples/imgui_impl_vulkan.cpp

@@ -1445,5 +1445,5 @@ void ImGui_ImplVulkan_InitPlatformInterface()
 
 void ImGui_ImplVulkan_ShutdownPlatformInterface()
 {
-    ImGui::DestroyPlatformWindows();
+    ImGui::PlatformWindowsDestroy();
 }

+ 1 - 1
examples/imgui_impl_win32.cpp

@@ -798,7 +798,7 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
             // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
             // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
             // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
-            // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
+            // your main loop after calling PlatformWindowsUpdate(). Iterate all viewports/platform windows and pass the flag to your windowing system.
             if (viewport->Flags & ImGuiViewportFlags_NoInputs)
                 return HTTRANSPARENT;
             break;

+ 18 - 18
imgui.cpp

@@ -3912,7 +3912,7 @@ static void NewFrameSanityChecks()
     {
         if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
         {
-            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
+            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call PlatformWindowsUpdate() in main loop after EndFrame()? Check examples/ applications for reference.");
             IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
             IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
             IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
@@ -4233,7 +4233,7 @@ void ImGui::Shutdown(ImGuiContext* context)
     // Destroy platform windows
     ImGuiContext* backup_context = ImGui::GetCurrentContext();
     SetCurrentContext(context);
-    DestroyPlatformWindows();
+    PlatformWindowsDestroy();
     SetCurrentContext(backup_context);
 
     // Shutdown extensions
@@ -10582,13 +10582,13 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
 // - UpdateViewportsEndFrame() [Internal]
 // - AddUpdateViewport() [Internal]
 // - UpdateSelectWindowViewport() [Internal]
-// - UpdatePlatformWindows()
-// - RenderPlatformWindowsDefault()
+// - PlatformWindowsUpdate()
+// - PlatformWindowsRender()
 // - FindPlatformMonitorForPos() [Internal]
 // - FindPlatformMonitorForRect() [Internal]
 // - UpdateViewportPlatformMonitor() [Internal]
-// - DestroyPlatformWindow() [Internal]
-// - DestroyPlatformWindows()
+// - PlatformWindowsDestroyOne() [Internal]
+// - PlatformWindowsDestroy()
 //-----------------------------------------------------------------------------
 
 ImGuiViewport* ImGui::GetMainViewport()
@@ -10809,7 +10809,7 @@ static void ImGui::UpdateViewportsNewFrame()
 
             // Destroy
             IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
-            DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
+            PlatformWindowsDestroyOne(viewport); // In most circumstances the platform window will already be destroyed here.
             IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
             IM_DELETE(viewport);
             n--;
@@ -10820,7 +10820,7 @@ static void ImGui::UpdateViewportsNewFrame()
         if (viewports_enabled)
         {
             // Update Position and Size (from Platform Window to ImGui) if requested.
-            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
+            // We do it early in the frame instead of waiting for PlatformWindowsUpdate() to avoid a frame of lag when moving/resizing using OS facilities.
             if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
             {
                 if (viewport->PlatformRequestMove)
@@ -10943,7 +10943,7 @@ static void ImGui::UpdateViewportsEndFrame()
             IM_ASSERT(viewport->Window != NULL);
         g.PlatformIO.Viewports.push_back(viewport);
     }
-    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
+    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because PlatformWindowsUpdate() won't do it and may not even be called
 }
 
 // FIXME: We should ideally refactor the system to call this every frame (we currently don't)
@@ -11135,11 +11135,11 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
 }
 
 // Called by user at the end of the main loop, after EndFrame()
-// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
-void ImGui::UpdatePlatformWindows()
+// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO API.
+void ImGui::PlatformWindowsUpdate()
 {
     ImGuiContext& g = *GImGui;
-    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
+    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before PlatformWindowsUpdate()?");
     IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
     g.FrameCountPlatformEnded = g.FrameCount;
     if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
@@ -11152,13 +11152,13 @@ void ImGui::UpdatePlatformWindows()
         ImGuiViewportP* viewport = g.Viewports[i];
 
         // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
-        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
+        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy PlatformWindowsDestroyOne to be made each frame)
         bool destroy_platform_window = false;
         destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
         destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
         if (destroy_platform_window)
         {
-            DestroyPlatformWindow(viewport);
+            PlatformWindowsDestroyOne(viewport);
             continue;
         }
 
@@ -11267,7 +11267,7 @@ void ImGui::UpdatePlatformWindows()
 //        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
 //            MySwapBufferFunction(platform_io.Viewports[i], my_args);
 //
-void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
+void ImGui::PlatformWindowsRender(void* platform_render_arg, void* renderer_render_arg)
 {
     // Skip the main viewport (index 0), which is always fully handled by the application!
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
@@ -11341,7 +11341,7 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
     viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
 }
 
-void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
+void ImGui::PlatformWindowsDestroyOne(ImGuiViewportP* viewport)
 {
     ImGuiContext& g = *GImGui;
     if (viewport->PlatformWindowCreated)
@@ -11365,7 +11365,7 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
     viewport->ClearRequestFlags();
 }
 
-void ImGui::DestroyPlatformWindows()
+void ImGui::PlatformWindowsDestroy()
 {
     // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end
     // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
@@ -11375,7 +11375,7 @@ void ImGui::DestroyPlatformWindows()
     // crashing if it doesn't have data stored.
     ImGuiContext& g = *GImGui;
     for (int i = 0; i < g.Viewports.Size; i++)
-        DestroyPlatformWindow(g.Viewports[i]);
+        PlatformWindowsDestroyOne(g.Viewports[i]);
 }
 
 

+ 20 - 20
imgui.h

@@ -779,11 +779,11 @@ namespace ImGui
     // Note: You may use GetWindowViewport() to get the current viewport of the current window.
     IMGUI_API ImGuiPlatformIO&  GetPlatformIO();                                                // platform/renderer functions, for back-end to setup + viewports list.
     IMGUI_API ImGuiViewport*    GetMainViewport();                                              // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
-    IMGUI_API void              UpdatePlatformWindows();                                        // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
-    IMGUI_API void              RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
-    IMGUI_API void              DestroyPlatformWindows();                                       // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
-    IMGUI_API ImGuiViewport*    FindViewportByID(ImGuiID id);                                   // this is a helper for back-ends.
-    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
+    IMGUI_API void              PlatformWindowsUpdate();                                        // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
+    IMGUI_API void              PlatformWindowsRender(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
+    IMGUI_API void              PlatformWindowsDestroy();                                       // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
+    IMGUI_API ImGuiViewport*    FindViewportByID(ImGuiID id);                                   // helper for back-ends to find a viewport.
+    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // helper for back-ends to find a viewport. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
 
 } // namespace ImGui
 
@@ -2412,7 +2412,7 @@ struct ImFont
 // Steps to use multi-viewports in your application, when using a default back-end from the examples/ folder:
 // - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 // - Back-end:     The back-end initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
-// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
+// - Application:  In your main loop, call ImGui::PlatformWindowsUpdate(), ImGui::PlatformWindowsRender() after EndFrame() or Render().
 // - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
 //
 // Steps to use multi-viewports in your application, when using a custom back-end:
@@ -2424,18 +2424,18 @@ struct ImFont
 //                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
 //                 Update ImGuiPlatformIO's Monitors list every frame.
 //                 Update MousePos every frame, in absolute coordinates.
-// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
-//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
+// - Application:  In your main loop, call ImGui::PlatformWindowsUpdate(), ImGui::PlatformWindowsRender() after EndFrame() or Render().
+//                 You may skip calling PlatformWindowsRender() if its API is not convenient for your needs. Read comments below.
 // - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
 //
-// About ImGui::RenderPlatformWindowsDefault():
+// About ImGui::PlatformWindowsRender():
 // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default back-ends.
 // - You can check its simple source code to understand what it does.
 //   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
 //     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
-//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
+//   Those functions pointers exists only for the benefit of PlatformWindowsRender().
 // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
-//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
+//   you may be tempted to ignore PlatformWindowsRender() and write customized code to perform your renderingg.
 //   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
 //   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
 //-----------------------------------------------------------------------------
@@ -2451,10 +2451,10 @@ struct ImGuiPlatformIO
     // For reference, the second column shows which function are generally calling the Platform Functions:
     //   N = ImGui::NewFrame()                        ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
     //   F = ImGui::Begin(), ImGui::EndFrame()        ~ during the dear imgui frame
-    //   U = ImGui::UpdatePlatformWindows()           ~ after the dear imgui frame: create and update all platform/OS windows
-    //   R = ImGui::RenderPlatformWindowsDefault()    ~ render
-    //   D = ImGui::DestroyPlatformWindows()          ~ shutdown
-    // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
+    //   U = ImGui::PlatformWindowsUpdate()           ~ after the dear imgui frame: create and update all platform/OS windows
+    //   R = ImGui::PlatformWindowsRender()           ~ render (read comment above about this function!)
+    //   D = ImGui::PlatformWindowsDestroy()          ~ shutdown
+    // The general idea is that NewFrame() we will read the current Platform/OS state, and PlatformWindowsUpdate() will write to it.
     //
     // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
     // Custom engine back-ends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
@@ -2473,9 +2473,9 @@ struct ImGuiPlatformIO
     bool    (*Platform_GetWindowMinimized)(ImGuiViewport* vp);              // N . . . .  // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
     void    (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . .  // Set platform window title (given an UTF-8 string)
     void    (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);     // . . U . .  // (Optional) Setup window transparency
-    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform back-end from doing general book-keeping every frame.
-    void    (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
-    void    (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by PlatformWindowsUpdate(). Optional hook to allow the platform back-end from doing general book-keeping every frame.
+    void    (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to PlatformWindowsRender().
+    void    (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to PlatformWindowsRender().
     float   (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);               // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
     void    (*Platform_OnChangedViewport)(ImGuiViewport* vp);               // . F . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style.
     void    (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos);      // . F . . .  // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. FIXME: The call timing of this is inconsistent because we want to support without multi-viewports.
@@ -2485,8 +2485,8 @@ struct ImGuiPlatformIO
     void    (*Renderer_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
     void    (*Renderer_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
     void    (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
-    void    (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
-    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to PlatformWindowsRender().
+    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to PlatformWindowsRender().
 
     // (Optional) Monitor list
     // - Updated by: app/back-end. Update every frame to dynamically support changing monitor or DPI configuration.

+ 1 - 1
imgui_internal.h

@@ -1869,7 +1869,7 @@ namespace ImGui
     // Viewports
     IMGUI_API void                  TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
     IMGUI_API void                  ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
-    IMGUI_API void                  DestroyPlatformWindow(ImGuiViewportP* viewport);
+    IMGUI_API void                  PlatformWindowsDestroyOne(ImGuiViewportP* viewport);
     IMGUI_API void                  ShowViewportThumbnails();
 
     // Settings