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.

This commit is contained in:
omar
2019-06-06 16:13:30 +02:00
parent fea5f70611
commit 431aa4e456
28 changed files with 66 additions and 53 deletions

View File

@ -146,7 +146,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
g_pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
void* mapped_resource;
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@ -486,6 +486,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.