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Viewport: Renamed RenderPlatformWindows() to RenderPlatformWindowsDefault(), tweaked examples and emphasis optional Viewport code path. (#1542)
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6
imgui.h
6
imgui.h
@ -551,7 +551,7 @@ namespace ImGui
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IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports.
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IMGUI_API ImGuiViewport* GetMainViewport(); // GetPlatformData()->MainViewport
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IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport
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IMGUI_API void RenderPlatformWindows(void* platform_render_arg, void* renderer_render_arg); // Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
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IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
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IMGUI_API void DestroyPlatformWindows(); // (Optional) Call in back-end shutdown if you need to close Platform Windows before imgui shutdown.
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IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
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@ -1878,8 +1878,8 @@ struct ImFont
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// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer.
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// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
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// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
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// RenderPlatformWindows() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
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// You may skip using RenderPlatformWindows() and call your functions yourself if you need specific behavior for your multi-window rendering.
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// RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
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// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
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struct ImGuiPlatformIO
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{
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// Platform (e.g. Win32, GLFW, SDL2)
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