mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-11-04 07:01:04 +01:00 
			
		
		
		
	Examples, Platform: Removed the call to ImGui::NewFrame() from the platform _NewFrame() function e.g. ImGui_ImplWin32_NewFrame(), ImGui_ImplSDL2_NewFrame(), ImGui_ImplGlfw_NewFrame(), etc. Moved to main.cpp for consistency. (#1542)
This commit is contained in:
		@@ -56,6 +56,7 @@ int main(int, char**)
 | 
			
		||||
    bool running = true;
 | 
			
		||||
    while (running)
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
@@ -73,7 +74,10 @@ int main(int, char**)
 | 
			
		||||
                ImGui_ImplAllegro5_CreateDeviceObjects();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplAllegro5_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".
 | 
			
		||||
@@ -113,8 +117,8 @@ int main(int, char**)
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Rendering
 | 
			
		||||
        al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
 | 
			
		||||
        ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
 | 
			
		||||
        al_flip_display();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -153,6 +153,7 @@ int main(int, char**)
 | 
			
		||||
    ZeroMemory(&msg, sizeof(msg));
 | 
			
		||||
    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.
 | 
			
		||||
@@ -163,8 +164,11 @@ int main(int, char**)
 | 
			
		||||
            DispatchMessage(&msg);
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplDX10_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".
 | 
			
		||||
@@ -204,9 +208,9 @@ int main(int, char**)
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Rendering
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
 | 
			
		||||
        g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
 | 
			
		||||
 | 
			
		||||
        // Update and Render additional Platform Windows
 | 
			
		||||
 
 | 
			
		||||
@@ -173,6 +173,7 @@ int main(int, char**)
 | 
			
		||||
    ZeroMemory(&msg, sizeof(msg));
 | 
			
		||||
    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.
 | 
			
		||||
@@ -183,8 +184,11 @@ int main(int, char**)
 | 
			
		||||
            DispatchMessage(&msg);
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplDX11_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".
 | 
			
		||||
@@ -224,9 +228,9 @@ int main(int, char**)
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Rendering
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
 | 
			
		||||
        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
 | 
			
		||||
 | 
			
		||||
        // Update and Render additional Platform Windows
 | 
			
		||||
 
 | 
			
		||||
@@ -290,7 +290,7 @@ int main(int, char**)
 | 
			
		||||
    IMGUI_CHECKVERSION();
 | 
			
		||||
    ImGui::CreateContext();
 | 
			
		||||
    ImGuiIO& io = ImGui::GetIO(); (void)io;
 | 
			
		||||
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
 | 
			
		||||
    //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
 | 
			
		||||
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplWin32_Init(hwnd);
 | 
			
		||||
@@ -325,6 +325,7 @@ int main(int, char**)
 | 
			
		||||
    ZeroMemory(&msg, sizeof(msg));
 | 
			
		||||
    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.
 | 
			
		||||
@@ -335,8 +336,11 @@ int main(int, char**)
 | 
			
		||||
            DispatchMessage(&msg);
 | 
			
		||||
            continue;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
 | 
			
		||||
        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".
 | 
			
		||||
 
 | 
			
		||||
@@ -113,6 +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.
 | 
			
		||||
@@ -123,8 +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".
 | 
			
		||||
 
 | 
			
		||||
@@ -307,7 +307,4 @@ void ImGui_ImplAllegro5_NewFrame()
 | 
			
		||||
        }
 | 
			
		||||
        al_set_system_mouse_cursor(g_Display, cursor_id);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | 
			
		||||
    ImGui::NewFrame();
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -326,9 +326,6 @@ void ImGui_ImplGlfw_NewFrame()
 | 
			
		||||
        else
 | 
			
		||||
            io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | 
			
		||||
    ImGui::NewFrame();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//--------------------------------------------------------------------------------------------------------
 | 
			
		||||
 
 | 
			
		||||
@@ -289,9 +289,6 @@ void ImGui_Marmalade_NewFrame()
 | 
			
		||||
    // TODO: Hide OS mouse cursor if ImGui is drawing it
 | 
			
		||||
    // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
 | 
			
		||||
 | 
			
		||||
    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | 
			
		||||
    ImGui::NewFrame();
 | 
			
		||||
 | 
			
		||||
     // Show/hide OSD keyboard
 | 
			
		||||
    if (io.WantTextInput)
 | 
			
		||||
    {
 | 
			
		||||
 
 | 
			
		||||
@@ -302,9 +302,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
 | 
			
		||||
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMousePosAndButtons();
 | 
			
		||||
    ImGui_ImplSDL2_UpdateMouseCursor();
 | 
			
		||||
 | 
			
		||||
    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | 
			
		||||
    ImGui::NewFrame();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//--------------------------------------------------------------------------------------------------------
 | 
			
		||||
 
 | 
			
		||||
@@ -203,9 +203,6 @@ void    ImGui_ImplWin32_NewFrame()
 | 
			
		||||
        g_LastMouseCursor = mouse_cursor;
 | 
			
		||||
        ImGui_ImplWin32_UpdateMouseCursor();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
 | 
			
		||||
    ImGui::NewFrame();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
 | 
			
		||||
 
 | 
			
		||||
@@ -52,13 +52,17 @@ int main(int, char**)
 | 
			
		||||
        if (s3eDeviceCheckQuitRequest())
 | 
			
		||||
            break;
 | 
			
		||||
 | 
			
		||||
        // Poll and handle inputs
 | 
			
		||||
        // 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.
 | 
			
		||||
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
        s3eKeyboardUpdate();
 | 
			
		||||
        s3ePointerUpdate();
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_Marmalade_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".
 | 
			
		||||
@@ -98,9 +102,9 @@ int main(int, char**)
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Rendering
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
 | 
			
		||||
        IwGxClear();
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
 | 
			
		||||
        IwGxSwapBuffers();
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -63,13 +63,17 @@ int main(int, char**)
 | 
			
		||||
    // Main loop
 | 
			
		||||
    while (!glfwWindowShouldClose(window))
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
        glfwPollEvents();
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplOpenGL2_NewFrame();
 | 
			
		||||
        ImGui_ImplGlfw_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".
 | 
			
		||||
 
 | 
			
		||||
@@ -72,13 +72,17 @@ int main(int, char**)
 | 
			
		||||
    // Main loop
 | 
			
		||||
    while (!glfwWindowShouldClose(window))
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
        glfwPollEvents();
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplOpenGL3_NewFrame();
 | 
			
		||||
        ImGui_ImplGlfw_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".
 | 
			
		||||
 
 | 
			
		||||
@@ -70,6 +70,7 @@ int main(int, char**)
 | 
			
		||||
    bool done = false;
 | 
			
		||||
    while (!done)
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
@@ -81,8 +82,11 @@ int main(int, char**)
 | 
			
		||||
            if (event.type == SDL_QUIT)
 | 
			
		||||
                done = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplOpenGL2_NewFrame();
 | 
			
		||||
        ImGui_ImplSDL2_NewFrame(window);
 | 
			
		||||
        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".
 | 
			
		||||
@@ -122,11 +126,11 @@ int main(int, char**)
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Rendering
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
 | 
			
		||||
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
 | 
			
		||||
        glClear(GL_COLOR_BUFFER_BIT);
 | 
			
		||||
        //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
 | 
			
		||||
        SDL_GL_SwapWindow(window);
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -72,6 +72,7 @@ int main(int, char**)
 | 
			
		||||
    bool done = false;
 | 
			
		||||
    while (!done)
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
@@ -85,8 +86,11 @@ int main(int, char**)
 | 
			
		||||
            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
 | 
			
		||||
                done = true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplOpenGL3_NewFrame();
 | 
			
		||||
        ImGui_ImplSDL2_NewFrame(window);
 | 
			
		||||
        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".
 | 
			
		||||
 
 | 
			
		||||
@@ -411,6 +411,7 @@ int main(int, char**)
 | 
			
		||||
    bool done = false;
 | 
			
		||||
    while (!done)
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
@@ -424,8 +425,11 @@ int main(int, char**)
 | 
			
		||||
            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) 
 | 
			
		||||
                ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplVulkan_NewFrame();
 | 
			
		||||
        ImGui_ImplSDL2_NewFrame(window);
 | 
			
		||||
        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".
 | 
			
		||||
 
 | 
			
		||||
@@ -423,20 +423,22 @@ int main(int, char**)
 | 
			
		||||
    // Main loop
 | 
			
		||||
    while (!glfwWindowShouldClose(window))
 | 
			
		||||
    {
 | 
			
		||||
        // Poll and handle events (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.
 | 
			
		||||
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | 
			
		||||
        glfwPollEvents();
 | 
			
		||||
 | 
			
		||||
		if (g_ResizeWanted)
 | 
			
		||||
		{
 | 
			
		||||
			ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
 | 
			
		||||
			g_ResizeWanted = false;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
        // Start the ImGui frame
 | 
			
		||||
        ImGui_ImplVulkan_NewFrame();
 | 
			
		||||
        ImGui_ImplGlfw_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".
 | 
			
		||||
 
 | 
			
		||||
@@ -264,6 +264,8 @@
 | 
			
		||||
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 | 
			
		||||
 | 
			
		||||
 (Viewport Branch)
 | 
			
		||||
 - 2018/XX/XX (1.XX) - examples: the examples imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.)
 | 
			
		||||
                       when adopting new bindings follow the code in examples/ to know which functions to call.
 | 
			
		||||
 - 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
 | 
			
		||||
                        - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. 
 | 
			
		||||
                          you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user