Examples: Avoid using ImColor() to not tempt newcomers into looking at it

This commit is contained in:
omar 2017-09-27 15:47:08 +02:00
parent e56eba44fe
commit 842e88a8e3
10 changed files with 16 additions and 16 deletions

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@ -37,7 +37,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
bool running = true; bool running = true;

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@ -137,7 +137,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
MSG msg; MSG msg;
@ -158,7 +158,7 @@ int main(int, char**)
static float f = 0.0f; static float f = 0.0f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col); ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -180,7 +180,7 @@ int main(int, char**)
} }
// Rendering // Rendering
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui::Render(); ImGui::Render();
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync

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@ -140,7 +140,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
MSG msg; MSG msg;
@ -161,7 +161,7 @@ int main(int, char**)
static float f = 0.0f; static float f = 0.0f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col); ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -183,7 +183,7 @@ int main(int, char**)
} }
// Rendering // Rendering
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui::Render(); ImGui::Render();
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync

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@ -89,7 +89,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
MSG msg; MSG msg;
@ -112,7 +112,7 @@ int main(int, char**)
static float f = 0.0f; static float f = 0.0f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col); ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -137,7 +137,7 @@ int main(int, char**)
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f)); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0) if (g_pd3dDevice->BeginScene() >= 0)
{ {

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@ -29,7 +29,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
while (true) while (true)

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@ -36,7 +36,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))

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@ -44,7 +44,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))

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@ -42,7 +42,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
bool done = false; bool done = false;

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@ -45,7 +45,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
bool done = false; bool done = false;

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@ -664,7 +664,7 @@ int main(int, char**)
bool show_test_window = true; bool show_test_window = true;
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before. // When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop. // Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.