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Backends: SDL2: Remove unnecessary ImGui_ImplSDL2_NewFrame() parameter. (#3244)
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@ -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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@ -26,5 +26,9 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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#endif
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@ -35,6 +35,11 @@ HOW TO UPDATE?
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VERSION 1.84 WIP (In Progress)
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-----------------------------------------------------------------------
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Breaking Changes:
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- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
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Kept inline redirection function (will obsolete).
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Other Changes:
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- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*' so it
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is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
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@ -123,7 +123,7 @@ static void main_loop(void* arg)
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(g_Window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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@ -113,7 +113,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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@ -116,7 +116,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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@ -94,7 +94,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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@ -164,7 +164,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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@ -487,7 +487,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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2
imgui.h
2
imgui.h
@ -61,7 +61,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.84 WIP"
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#define IMGUI_VERSION_NUM 18308
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#define IMGUI_VERSION_NUM 18309
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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