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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_demo.cpp
This commit is contained in:
1
examples/.gitignore
vendored
1
examples/.gitignore
vendored
@ -25,6 +25,7 @@ project.xcworkspace
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xcuserdata
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## Emscripten output
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*.o.tmp
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*.out.js
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*.out.wasm
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example_emscripten/example_emscripten.*
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@ -24,10 +24,12 @@ UNAME_S := $(shell uname -s)
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EMS = -s USE_SDL=2 -s WASM=1
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EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
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EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
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EMS += -s ASSERTIONS=1 -s SAFE_HEAP=1
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EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
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#EMS += -s SAFE_HEAP=1 ## Adds overhead
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CPPFLAGS = -I../ -I../../
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CPPFLAGS += -g -Wall -Wformat -O3
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os
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CPPFLAGS += $(EMS)
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LIBS = $(EMS)
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LDFLAGS = --shell-file shell_minimal.html
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@ -14,7 +14,7 @@
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#include <SDL.h>
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#include <SDL_opengles2.h>
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// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
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// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
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// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
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SDL_Window* g_Window = NULL;
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SDL_GLContext g_GLContext = NULL;
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@ -63,6 +63,10 @@ int main(int, char**)
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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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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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@ -90,7 +94,7 @@ int main(int, char**)
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emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
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}
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void main_loop(void* arg)
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void main_loop(void* arg)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
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@ -64,6 +64,10 @@ struct ImDrawVertAllegro
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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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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Backup Allegro state that will be modified
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ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
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ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
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@ -65,6 +65,10 @@ static void ImGui_ImplDX10_ShutdownPlatformInterface();
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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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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ID3D10Device* ctx = g_pd3dDevice;
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// Create and grow vertex/index buffers if needed
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@ -65,6 +65,10 @@ static void ImGui_ImplDX11_ShutdownPlatformInterface();
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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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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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@ -66,6 +66,10 @@ static void ImGui_ImplDX12_ShutdownPlatformInterface();
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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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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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g_frameIndex = g_frameIndex + 1;
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@ -40,6 +40,10 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
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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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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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