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:
omar 2018-06-07 22:10:31 +02:00
parent 77d51ebf24
commit 8c374512fd
18 changed files with 55 additions and 22 deletions

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@ -56,6 +56,7 @@ int main(int, char**)
bool running = true; bool running = true;
while (running) 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. // 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.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. // - 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(); ImGui_ImplAllegro5_CreateDeviceObjects();
} }
} }
// Start the ImGui frame
ImGui_ImplAllegro5_NewFrame(); ImGui_ImplAllegro5_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // 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 // Rendering
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui::Render(); 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()); ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display(); al_flip_display();
} }

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@ -153,6 +153,7 @@ int main(int, char**)
ZeroMemory(&msg, sizeof(msg)); ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT) 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. // 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.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. // - 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); DispatchMessage(&msg);
continue; continue;
} }
// Start the ImGui frame
ImGui_ImplDX10_NewFrame(); ImGui_ImplDX10_NewFrame();
ImGui_ImplWin32_NewFrame(); ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // 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 // Rendering
ImGui::Render();
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui::Render();
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows // Update and Render additional Platform Windows

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@ -173,6 +173,7 @@ int main(int, char**)
ZeroMemory(&msg, sizeof(msg)); ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT) 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. // 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.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. // - 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); DispatchMessage(&msg);
continue; continue;
} }
// Start the ImGui frame
ImGui_ImplDX11_NewFrame(); ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame(); ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // 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 // Rendering
ImGui::Render();
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows // Update and Render additional Platform Windows

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

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@ -113,6 +113,7 @@ int main(int, char**)
UpdateWindow(hwnd); UpdateWindow(hwnd);
while (msg.message != WM_QUIT) 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. // 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.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. // - 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); DispatchMessage(&msg);
continue; continue;
} }
// Start the ImGui frame
ImGui_ImplDX9_NewFrame(); ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame(); ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -307,7 +307,4 @@ void ImGui_ImplAllegro5_NewFrame()
} }
al_set_system_mouse_cursor(g_Display, cursor_id); 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();
} }

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@ -326,9 +326,6 @@ void ImGui_ImplGlfw_NewFrame()
else else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; 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();
} }
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------

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@ -289,9 +289,6 @@ void ImGui_Marmalade_NewFrame()
// TODO: Hide OS mouse cursor if ImGui is drawing it // TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); // 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 // Show/hide OSD keyboard
if (io.WantTextInput) if (io.WantTextInput)
{ {

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@ -302,9 +302,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
ImGui_ImplSDL2_UpdateMousePosAndButtons(); ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor(); 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();
} }
//-------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------

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@ -203,9 +203,6 @@ void ImGui_ImplWin32_NewFrame()
g_LastMouseCursor = mouse_cursor; g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor(); 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. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.

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@ -52,13 +52,17 @@ int main(int, char**)
if (s3eDeviceCheckQuitRequest()) if (s3eDeviceCheckQuitRequest())
break; break;
// Poll and handle inputs
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your 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.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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
s3eKeyboardUpdate(); s3eKeyboardUpdate();
s3ePointerUpdate(); s3ePointerUpdate();
// Start the ImGui frame
ImGui_Marmalade_NewFrame(); ImGui_Marmalade_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // 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 // Rendering
ImGui::Render();
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear(); IwGxClear();
ImGui::Render();
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
IwGxSwapBuffers(); IwGxSwapBuffers();

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@ -63,13 +63,17 @@ int main(int, char**)
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) 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. // 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.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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
// Start the ImGui frame
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -72,13 +72,17 @@ int main(int, char**)
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) 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. // 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.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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
// Start the ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -70,6 +70,7 @@ int main(int, char**)
bool done = false; bool done = false;
while (!done) 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. // 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.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. // - 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) if (event.type == SDL_QUIT)
done = true; done = true;
} }
// Start the ImGui frame
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplSDL2_NewFrame(window); ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // 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 // Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); 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 //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()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }

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@ -72,6 +72,7 @@ int main(int, char**)
bool done = false; bool done = false;
while (!done) 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. // 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.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. // - 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)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true; done = true;
} }
// Start the ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window); ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -411,6 +411,7 @@ int main(int, char**)
bool done = false; bool done = false;
while (!done) 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. // 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.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. // - 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)) 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); 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_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame(window); ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -423,20 +423,22 @@ int main(int, char**)
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) 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. // 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.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. // - 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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
if (g_ResizeWanted) if (g_ResizeWanted)
{ {
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight); ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
g_ResizeWanted = false; g_ResizeWanted = false;
} }
// Start the ImGui frame
ImGui_ImplVulkan_NewFrame(); ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".

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@ -264,6 +264,8 @@
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
(Viewport Branch) (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: - 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. - 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) you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)