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https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Removed redirecting functions/enums names that were marked obsolete in 1.60: io.RenderDrawListsFn, IsAnyWindowFocused(), IsAnyWindowHovered(), etc.
This commit is contained in:
@ -86,7 +86,6 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
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}
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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@ -90,7 +90,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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@ -94,7 +94,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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@ -128,7 +128,6 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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// Avoid rendering when minimized
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@ -102,7 +102,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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}
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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@ -39,7 +39,6 @@ static bool g_osdKeyboardEnabled = false;
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static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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@ -113,8 +113,8 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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}
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// OpenGL2 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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@ -289,8 +289,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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}
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// OpenGL3 Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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@ -314,7 +314,6 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
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}
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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