Examples: comment on setting the RenderDrawListsFn function.

This commit is contained in:
ocornut
2015-09-07 14:58:26 +01:00
parent dafad3903e
commit 7d6ddbe5c8
6 changed files with 17 additions and 17 deletions

View File

@ -28,7 +28,7 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// 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)
static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Backup GL state
GLint last_program, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
@ -247,7 +247,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -267,7 +267,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _WIN32