Fix #508 warnings

This commit is contained in:
halx99 2021-09-26 21:52:36 +08:00
parent abca030baf
commit 7c940546a5
1 changed files with 33 additions and 30 deletions

View File

@ -133,7 +133,8 @@ struct ImGui_ImplAdxe_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplAdxe_Data* ImGui_ImplAdxe_GetBackendData()
{
return ImGui::GetCurrentContext() ? reinterpret_cast<ImGui_ImplAdxe_Data*>(ImGui::GetIO().BackendPlatformUserData) : nullptr;
return ImGui::GetCurrentContext() ? reinterpret_cast<ImGui_ImplAdxe_Data*>(ImGui::GetIO().BackendPlatformUserData)
: nullptr;
}
// Forward Declarations
@ -1077,9 +1078,11 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
const bool multi_viewport_enabled = !!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable);
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
@ -1092,11 +1095,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
#if CC_IMGUI_ENABLE_MULTI_VIEWPORT
GLFWwindow* share_window = bd->Window;
#else
GLFWwindow* share_window = nullptr;
#endif
GLFWwindow* share_window = multi_viewport_enabled ? bd->Window : nullptr;
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
viewport->PlatformHandle = (void*)vd->Window;
@ -1115,13 +1116,13 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
#if CC_IMGUI_ENABLE_MULTI_VIEWPORT
// TODO: metal
const auto window = vd->Window;
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
AddRendererCommand([=]() { glfwMakeContextCurrent(window); });
#endif
if (multi_viewport_enabled)
{
const auto window = vd->Window;
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
AddRendererCommand([=]() { glfwMakeContextCurrent(window); });
}
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
@ -1292,24 +1293,26 @@ static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport);
#if CC_IMGUI_ENABLE_MULTI_VIEWPORT
const auto window = vd->Window;
AddRendererCommand([=]() { glfwMakeContextCurrent(window); });
#endif
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport);
const auto window = vd->Window;
AddRendererCommand([=]() { glfwMakeContextCurrent(window); });
}
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport);
#if CC_IMGUI_ENABLE_MULTI_VIEWPORT
const auto window = vd->Window;
glfwMakeContextCurrent(window);
AddRendererCommand([=]() {
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport);
const auto window = vd->Window;
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
});
#endif
AddRendererCommand([=]() {
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
});
}
}
// clang-format off
@ -1370,7 +1373,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for
// main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;