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Backends: SDL2: Remove unnecessary ImGui_ImplSDL2_NewFrame() parameter. (#3244)
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committed by
ocornut
parent
23a15834fa
commit
6792e1a3e0
@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
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// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
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@ -377,20 +378,19 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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#undef MAP_ANALOG
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
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IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame()
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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SDL_GetWindowSize(window, &w, &h);
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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