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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)
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@ -290,7 +290,7 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -325,6 +325,7 @@ int main(int, char**)
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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{
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// Poll and handle messages (inputs, window resize, 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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// - 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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@ -335,8 +336,11 @@ int main(int, char**)
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DispatchMessage(&msg);
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continue;
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}
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// Start the ImGui frame
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ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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