Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)

Read examples/README.txt for some details.
ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
This commit is contained in:
omar
2018-06-08 19:37:33 +02:00
parent 8e48ab6b19
commit 85f9694bd4
84 changed files with 3655 additions and 3941 deletions

View File

@@ -3,6 +3,7 @@
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
@@ -79,7 +80,8 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// Setup style
ImGui::StyleColorsDark();
@@ -111,6 +113,7 @@ int main(int, char**)
UpdateWindow(hwnd);
while (msg.message != WM_QUIT)
{
// Poll and handle messages (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
@@ -121,7 +124,11 @@ int main(int, char**)
DispatchMessage(&msg);
continue;
}
// Start the ImGui frame
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -185,6 +192,7 @@ int main(int, char**)
}
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
if (g_pd3dDevice) g_pd3dDevice->Release();