Examples: GL2: rename functions to include GL2 in name

This commit is contained in:
omar
2017-09-01 16:45:31 +02:00
parent d165817880
commit 7d1f2c0dc5
6 changed files with 49 additions and 50 deletions

View File

@ -117,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
@ -157,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
return false;
}
bool ImGui_ImplSdl_CreateDeviceObjects()
bool ImGui_ImplSdlGL2_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
@ -184,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
return true;
}
void ImGui_ImplSdl_InvalidateDeviceObjects()
void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
@ -194,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
}
}
bool ImGui_ImplSdl_Init(SDL_Window* window)
bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -234,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
return true;
}
void ImGui_ImplSdl_Shutdown()
void ImGui_ImplSdlGL2_Shutdown()
{
ImGui_ImplSdl_InvalidateDeviceObjects();
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
{
if (!g_FontTexture)
ImGui_ImplSdl_CreateDeviceObjects();
ImGui_ImplSdlGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

View File

@ -9,11 +9,11 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();
IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();

View File

@ -28,7 +28,7 @@ int main(int, char**)
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Setup ImGui binding
ImGui_ImplSdl_Init(window);
ImGui_ImplSdlGL2_Init(window);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -51,11 +51,11 @@ int main(int, char**)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSdl_ProcessEvent(&event);
ImGui_ImplSdlGL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdl_NewFrame(window);
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -95,7 +95,7 @@ int main(int, char**)
}
// Cleanup
ImGui_ImplSdl_Shutdown();
ImGui_ImplSdlGL2_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();