mirror of https://github.com/PCSX2/pcsx2.git
3rdparty/imgui: General cleanup
Clean up and replacing obsolete functions.
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@ -28,7 +28,7 @@
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//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
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//---- Disable all of Dear ImGui or don't implement standard windows/tools.
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@ -1357,8 +1357,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
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#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
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#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
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#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
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#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
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#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
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#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
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#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
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#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
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#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
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@ -2000,9 +2000,9 @@ bool GSDevice11::CreateImGuiResources()
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// clang-format off
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static constexpr D3D11_INPUT_ELEMENT_DESC layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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// clang-format on
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@ -2088,9 +2088,9 @@ bool GSDeviceOGL::CreateImGuiProgram()
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv));
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col));
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glBindVertexArray(GLState::vao);
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return true;
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@ -5370,7 +5370,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::PushStyleColor(ImGuiCol_ChildBg, ModAlpha(UIPrimaryColor, 0.9f));
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if (ImGui::BeginChild("state_titlebar", heading_size, false, ImGuiWindowFlags_NavFlattened))
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if (ImGui::BeginChild("state_titlebar", heading_size, ImGuiChildFlags_NavFlattened, 0))
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{
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BeginNavBar();
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if (NavButton(ICON_PF_BACKWARD, true, true))
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@ -5391,7 +5391,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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bool close_handled = false;
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if (s_save_state_selector_open &&
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ImGui::BeginChild("state_list", ImVec2(io.DisplaySize.x, io.DisplaySize.y - LayoutScale(LAYOUT_FOOTER_HEIGHT) - heading_size.y),
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false, ImGuiWindowFlags_NavFlattened))
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ImGuiChildFlags_NavFlattened, 0))
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{
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BeginMenuButtons();
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@ -590,6 +590,9 @@ void ImGuiFullscreen::ForceKeyNavEnabled()
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bool ImGuiFullscreen::WantsToCloseMenu()
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{
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// Used for the key macros below.
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ImGuiContext& g = *ImGui::GetCurrentContext();
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// Wait for the Close button to be released, THEN pressed
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if (s_close_button_state == 0)
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{
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@ -679,7 +682,7 @@ bool ImGuiFullscreen::BeginFullscreenColumnWindow(float start, float end, const
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ImGui::SetCursorPos(pos);
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return ImGui::BeginChild(name, size, false, ImGuiWindowFlags_NavFlattened);
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return ImGui::BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0);
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}
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void ImGuiFullscreen::EndFullscreenColumnWindow()
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@ -335,9 +335,9 @@ void ImGuiManager::SetStyle()
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colors[ImGuiCol_ResizeGripActive] = ImVec4(0.27f, 0.32f, 0.38f, 1.00f);
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colors[ImGuiCol_Tab] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_TabHovered] = ImVec4(0.33f, 0.38f, 0.46f, 1.00f);
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colors[ImGuiCol_TabActive] = ImVec4(0.27f, 0.32f, 0.38f, 1.00f);
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colors[ImGuiCol_TabUnfocused] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_TabSelected] = ImVec4(0.27f, 0.32f, 0.38f, 1.00f);
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colors[ImGuiCol_TabDimmed] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_TabDimmedSelected] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
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colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
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colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
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