Update ImGui

This commit is contained in:
Mr_Goldberg 2021-01-17 22:58:42 -05:00
parent 294c8e8124
commit d6bdde0123
No known key found for this signature in database
GPG key ID: 8597D87419DEF278
30 changed files with 11478 additions and 9841 deletions

View file

@ -428,7 +428,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
{
state.window_state &= ~window_state_need_attention;
}
ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 },
ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetFrameHeightWithSpacing()*4 },
ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
// Window id is after the ###, the window title is the friend name
@ -457,8 +457,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
}
}
ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
ImGui::InputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
// TODO: Fix the layout of the chat line + send button.
// It should be like this: chat input should fill the window size minus send button size (button size is fixed)
// |------------------------------|

View file

@ -80,7 +80,8 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
initialized = true;
}
if (ImGui_ImplDX10_NewFrame())
ImGui_ImplDX10_NewFrame();
{
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);

View file

@ -121,7 +121,8 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
initialized = true;
}
if (ImGui_ImplDX11_NewFrame())
ImGui_ImplDX11_NewFrame();
{
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);

View file

@ -165,7 +165,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM,
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM, NULL,
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
@ -176,7 +176,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
pDevice->Release();
}
if (ImGui_ImplDX12_NewFrame())
ImGui_ImplDX12_NewFrame();
{
Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);

View file

@ -75,7 +75,8 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
initialized = true;
}
if (ImGui_ImplDX9_NewFrame())
ImGui_ImplDX9_NewFrame();
{
Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);

File diff suppressed because it is too large Load diff

View file

@ -1,81 +0,0 @@
#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__
#define __IMGUI_SHADER_BLOBS_INCLUDED__
// Defining this will use d3dcompiler and it will be a dependence of the dll.
//#define USE_D3DCOMPILE
#ifdef USE_D3DCOMPILE
#include <d3dcompiler.h>
//#ifdef _MSC_VER
// #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
//#endif
decltype(D3DCompile)* load_d3dcompile();
void unload_d3dcompile();
#else
#define ImGui_vertexShaderDX10_len 876
extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len];
#define ImGui_vertexShaderDX11_len 1104
extern unsigned char ImGui_vertexShaderDX11[ImGui_vertexShaderDX11_len];
#define ImGui_vertexShaderDX11_9_1_len 1104
extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len];
#define ImGui_vertexShaderDX11_9_2_len ImGui_vertexShaderDX11_9_1_len
#define ImGui_vertexShaderDX11_9_2 ImGui_vertexShaderDX11_9_1
#define ImGui_vertexShaderDX11_9_3_len 1104
extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len];
#define ImGui_vertexShaderDX11_10_0_len 876
extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len];
#define ImGui_vertexShaderDX11_10_1_len 880
extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len];
#define ImGui_vertexShaderDX11_11_0_len 988
extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len];
#define ImGui_vertexShaderDX11_11_1_len 988
extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len];
#define ImGui_vertexShaderDX12_len 988
extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len];
#define ImGui_pixelShaderDX10_len 660
extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len];
#define ImGui_pixelShaderDX11_len 1104
extern unsigned char ImGui_pixelShaderDX11[ImGui_pixelShaderDX11_len];
#define ImGui_pixelShaderDX11_9_1_len 800
extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len];
#define ImGui_pixelShaderDX11_9_2_len ImGui_pixelShaderDX11_9_1_len
#define ImGui_pixelShaderDX11_9_2 ImGui_pixelShaderDX11_9_1
#define ImGui_pixelShaderDX11_9_3_len 800
extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len];
#define ImGui_pixelShaderDX11_10_0_len 660
extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len];
#define ImGui_pixelShaderDX11_10_1_len 664
extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len];
#define ImGui_pixelShaderDX11_11_0_len 736
extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len];
#define ImGui_pixelShaderDX11_11_1_len 736
extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len];
#define ImGui_pixelShaderDX12_len 736
extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len];
#endif
#endif//__IMGUI_SHADER_BLOBS_INCLUDED__

View file

@ -83,7 +83,9 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
initialized = true;
}
if (ImGui_ImplOpenGL3_NewFrame())
ImGui_ImplOpenGL3_NewFrame();
{
Windows_Hook::Inst()->prepareForOverlay(hWnd);