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https://github.com/Drezil/imgui.git
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Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while.
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@ -42,7 +42,7 @@ void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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FrameContext* WaitForNextFrameResources();
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void ResizeSwapChain(HWND hWnd, int width, int height);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -70,8 +70,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -333,9 +333,9 @@ void CleanupDeviceD3D()
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void CreateRenderTarget()
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{
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ID3D12Resource* pBackBuffer;
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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ID3D12Resource* pBackBuffer = NULL;
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
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g_mainRenderTargetResource[i] = pBackBuffer;
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