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Examples: GL2: Renaming, comments.
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@ -31,9 +31,9 @@ static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
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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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// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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{
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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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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -116,12 +116,12 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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}
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
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{
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{
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return glfwGetClipboardString((GLFWwindow*)user_data);
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return glfwGetClipboardString((GLFWwindow*)user_data);
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}
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}
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static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
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{
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{
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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}
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@ -221,8 +221,8 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
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io.ClipboardUserData = g_Window;
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io.ClipboardUserData = g_Window;
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#ifdef _WIN32
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#ifdef _WIN32
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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io.ImeWindowHandle = glfwGetWin32Window(g_Window);
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@ -22,8 +22,8 @@ static float g_MouseWheel = 0.0f;
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static GLuint g_FontTexture = 0;
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static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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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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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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{
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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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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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