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Merge branch 'docking' into features/dynamic_fonts
2 parents 048cdb5 + dc06d3c commit a2ccc39

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6 files changed

+1015
-29
lines changed

6 files changed

+1015
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.gitignore

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@@ -62,3 +62,4 @@ examples/example_sdl2_metal/example_sdl2_metal
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examples/example_sdl2_opengl2/example_sdl2_opengl2
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examples/example_sdl2_opengl3/example_sdl2_opengl3
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examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
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imgui.vcxproj

backends/imgui_impl_vulkan.cpp

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@@ -252,7 +252,7 @@ struct ImGui_ImplVulkan_ViewportData
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bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
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bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned.
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ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
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ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset((void*)&RenderBuffers, 0, sizeof(RenderBuffers)); }
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~ImGui_ImplVulkan_ViewportData() { }
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};
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imconfig.h

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@@ -14,6 +14,8 @@
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#pragma once
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#define ImTextureID void*
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//---- Define assertion handler. Defaults to calling assert().
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// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
@@ -23,7 +25,7 @@
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// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
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// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
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//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
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#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
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//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
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//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
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@@ -109,8 +111,11 @@
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constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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#define IM_VEC2_CLASS_EXTRA \
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constexpr ImVec2(float val) : x(val), y(val) {}
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//---- ...Or use Dear ImGui's own very basic math operators.
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//#define IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
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// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).

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