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Backends: Win32: Clarify how the WndProc handler requires a forward declaration.
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@ -207,8 +207,10 @@ void CleanupRenderTarget()
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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}
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// Win32 message handler
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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@ -211,8 +211,10 @@ void CleanupRenderTarget()
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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}
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// Win32 message handler
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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@ -427,8 +427,10 @@ void ResizeSwapChain(HWND hWnd, int width, int height)
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assert(g_hSwapChainWaitableObject != NULL);
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assert(g_hSwapChainWaitableObject != NULL);
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}
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// Win32 message handler
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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@ -202,8 +202,10 @@ void ResetDevice()
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ImGui_ImplDX9_CreateDeviceObjects();
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// Win32 message handler
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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@ -2,7 +2,7 @@
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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@ -255,13 +255,18 @@ void ImGui_ImplWin32_NewFrame()
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#define DBT_DEVNODES_CHANGED 0x0007
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#define DBT_DEVNODES_CHANGED 0x0007
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#endif
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#endif
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// Process Win32 mouse/keyboard inputs.
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// Call from your application's message handler.
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// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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#if 0
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// Copy this line into your .cpp file to forward declare the function.
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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if (ImGui::GetCurrentContext() == NULL)
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if (ImGui::GetCurrentContext() == NULL)
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@ -2,7 +2,7 @@
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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@ -17,9 +17,9 @@ IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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// Handler for Win32 messages, update mouse/keyboard data.
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// Win32 message handler
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h>
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// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
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// - You can COPY this line into your .cpp code to forward declare the function.
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#if 0
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#if 0
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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#endif
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