Merge branch 'brushfiregames-master'

This commit is contained in:
ocornut 2016-03-25 22:28:19 +01:00
commit c71aae08f3
5 changed files with 16 additions and 14 deletions

View File

@ -15,7 +15,6 @@
#include <GL/gl3w.h> #include <GL/gl3w.h>
// Data // Data
static SDL_Window* g_Window = NULL;
static double g_Time = 0.0f; static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false }; static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f; static float g_MouseWheel = 0.0f;
@ -296,10 +295,8 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplSdlGL3_Init(SDL_Window *window) bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
{ {
g_Window = window;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
@ -341,7 +338,7 @@ void ImGui_ImplSdlGL3_Shutdown()
ImGui::Shutdown(); ImGui::Shutdown();
} }
void ImGui_ImplSdlGL3_NewFrame() void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
{ {
if (!g_FontTexture) if (!g_FontTexture)
ImGui_ImplSdlGL3_CreateDeviceObjects(); ImGui_ImplSdlGL3_CreateDeviceObjects();
@ -350,9 +347,11 @@ void ImGui_ImplSdlGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
SDL_GetWindowSize(g_Window, &w, &h); int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step // Setup time step
Uint32 time = SDL_GetTicks(); Uint32 time = SDL_GetTicks();
@ -364,7 +363,7 @@ void ImGui_ImplSdlGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int mx, my; int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my); Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS) if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else else
io.MousePos = ImVec2(-1, -1); io.MousePos = ImVec2(-1, -1);

View File

@ -9,9 +9,9 @@
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window); IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(); IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.

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@ -58,7 +58,7 @@ int main(int, char**)
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
done = true; done = true;
} }
ImGui_ImplSdlGL3_NewFrame(); ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window // 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"

View File

@ -185,7 +185,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplSdl_Init(SDL_Window *window) bool ImGui_ImplSdl_Init(SDL_Window* window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -237,8 +237,11 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h); SDL_GetWindowSize(window, &w, &h);
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step // Setup time step
Uint32 time = SDL_GetTicks(); Uint32 time = SDL_GetTicks();

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@ -9,9 +9,9 @@
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window); IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown(); IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window); IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.