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Examples: comment on setting the RenderDrawListsFn function.
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@ -29,7 +29,7 @@ struct ImDrawVertAllegro
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ALLEGRO_COLOR col;
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ALLEGRO_COLOR col;
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};
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};
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static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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int op, src, dst;
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int op, src, dst;
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al_get_blender(&op, &src, &dst);
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al_get_blender(&op, &src, &dst);
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@ -186,7 +186,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
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io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
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io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
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io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists;
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io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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#ifdef _WIN32
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#ifdef _WIN32
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io.ImeWindowHandle = al_get_win_window_handle(g_Display);
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io.ImeWindowHandle = al_get_win_window_handle(g_Display);
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#endif
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#endif
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@ -39,7 +39,7 @@ struct VERTEX_CONSTANT_BUFFER
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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// Create and grow vertex/index buffers if needed
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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@ -457,7 +457,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
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io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.ImeWindowHandle = g_hWnd;
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io.ImeWindowHandle = g_hWnd;
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return true;
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return true;
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@ -30,7 +30,7 @@ struct CUSTOMVERTEX
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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// Create and grow buffers if needed
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// Create and grow buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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@ -211,7 +211,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
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io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.ImeWindowHandle = g_hWnd;
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io.ImeWindowHandle = g_hWnd;
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return true;
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return true;
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@ -28,7 +28,7 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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// Backup GL state
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// Backup GL state
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GLint last_program, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
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GLint last_program, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
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@ -267,7 +267,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
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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.
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io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
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#ifdef _WIN32
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#ifdef _WIN32
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@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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@ -203,7 +203,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;
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io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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#ifdef _WIN32
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#ifdef _WIN32
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@ -16,7 +16,7 @@ static GLuint g_FontTexture = 0;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
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{
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{
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
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@ -194,7 +194,7 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
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io.KeyMap[ImGuiKey_Y] = SDLK_y;
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io.KeyMap[ImGuiKey_Y] = SDLK_y;
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io.KeyMap[ImGuiKey_Z] = SDLK_z;
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io.KeyMap[ImGuiKey_Z] = SDLK_z;
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io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;
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io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
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