diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index ed9f92bec3b3..31358c845ffb 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -1165,11 +1165,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, return DefWindowProc(hWnd, msg, wParam, lParam); } -static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC) +static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); - wcex.style = CS_HREDRAW | CS_VREDRAW | (platformHasOwnDC ? CS_OWNDC : 0); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp index 33b021e52e99..bdc270a00ac5 100644 --- a/examples/example_win32_opengl3/main.cpp +++ b/examples/example_win32_opengl3/main.cpp @@ -29,8 +29,10 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); void ResetDeviceWGL(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -static void Win32_CreateWindow(ImGuiViewport* viewport) +// Support function for multi-viewports +// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL. +// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32(). +static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport) { assert(viewport->RendererUserData == NULL); @@ -39,7 +41,7 @@ static void Win32_CreateWindow(ImGuiViewport* viewport) viewport->RendererUserData = data; } -static void Win32_DestroyWindow(ImGuiViewport* viewport) +static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport) { if (viewport->RendererUserData != NULL) { @@ -50,25 +52,17 @@ static void Win32_DestroyWindow(ImGuiViewport* viewport) } } -static void Win32_RenderWindow(ImGuiViewport* viewport, void*) +static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*) { - WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData; - - if (data) - { - // Activate the platform window DC in the OpenGL rendering context + // Activate the platform window DC in the OpenGL rendering context + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) wglMakeCurrent(data->hDC, g_hRC); - } } -static void Win32_SwapBuffers(ImGuiViewport* viewport, void*) +static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*) { - WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData; - - if (data) - { - SwapBuffers(data->hDC); - } + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) + ::SwapBuffers(data->hDC); } // Main code @@ -119,22 +113,20 @@ int main(int, char**) ImGui_ImplWin32_InitForOpenGL(hwnd); ImGui_ImplOpenGL3_Init(); + // Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - // Store the hdc for this new window - assert(platform_io.Renderer_CreateWindow == NULL); - platform_io.Renderer_CreateWindow = Win32_CreateWindow; - assert(platform_io.Renderer_DestroyWindow == NULL); - platform_io.Renderer_DestroyWindow = Win32_DestroyWindow; - assert(platform_io.Renderer_SwapBuffers == NULL); - platform_io.Renderer_SwapBuffers = Win32_SwapBuffers; - - // We need to activate the context before drawing - assert(platform_io.Platform_RenderWindow == NULL); - platform_io.Platform_RenderWindow = Win32_RenderWindow; + IM_ASSERT(platform_io.Renderer_CreateWindow == NULL); + IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL); + IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL); + IM_ASSERT(platform_io.Platform_RenderWindow == NULL); + platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow; + platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow; + platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers; + platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow; } + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -227,6 +219,7 @@ int main(int, char**) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); + // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it. wglMakeCurrent(g_MainWindow.hDC, g_hRC); }