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Examples: reference implementations honors drawlist user callbacks.

pull/159/head
ocornut 10 years ago
parent
commit
d5b7b8398f
  1. 7
      examples/directx11_example/imgui_impl_dx11.cpp
  2. 7
      examples/directx9_example/imgui_impl_dx9.cpp
  3. 18
      examples/opengl3_example/imgui_impl_glfw_gl3.cpp
  4. 18
      examples/opengl_example/imgui_impl_glfw.cpp

7
examples/directx11_example/imgui_impl_dx11.cpp

@ -125,10 +125,17 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
}
vtx_offset += pcmd->vtx_count;
}
}

7
examples/directx9_example/imgui_impl_dx9.cpp

@ -94,10 +94,17 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
}
vtx_offset += pcmd->vtx_count;
}
}

18
examples/opengl3_example/imgui_impl_glfw_gl3.cpp

@ -90,10 +90,17 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
}
vtx_offset += pcmd->vtx_count;
}
cmd_offset = vtx_offset;
@ -327,12 +334,11 @@ void ImGui_ImplGlfwGL3_NewFrame()
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = g_MousePressed[0] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_MousePressed[0] = false;
g_MousePressed[1] = false;
g_MousePressed[2] = false;
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;

18
examples/opengl_example/imgui_impl_glfw.cpp

@ -67,9 +67,16 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
}
vtx_offset += pcmd->vtx_count;
}
}
@ -231,12 +238,11 @@ void ImGui_ImplGlfw_NewFrame()
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = g_MousePressed[0] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseDown[2] = g_MousePressed[2] || glfwGetMouseButton(g_Window, GLFW_MOUSE_BUTTON_MIDDLE) != 0;
g_MousePressed[0] = false;
g_MousePressed[1] = false;
g_MousePressed[2] = false;
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;

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