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Removed leftover KeepAliveID() call in GetIDWithSeed() variant. (#5181) + doc tweaks.
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@ -43,6 +43,8 @@ Breaking changes:
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automatically handling event capture. Examples that are using the OSX backend have removed
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all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well.
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[@stuartcarnie] (#4821)
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- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID().
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This is because the KeepAliveID() call was moved from GetID() to ItemAdd()). (#5181)
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Other Changes:
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@ -17,56 +17,60 @@ You can find Windows binaries for some of those example applications at:
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Integration in a typical existing application, should take <20 lines when using standard backends.
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At initialization:
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call ImGui::CreateContext()
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call ImGui_ImplXXXX_Init() for each backend.
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```cpp
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At initialization:
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call ImGui::CreateContext()
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call ImGui_ImplXXXX_Init() for each backend.
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At the beginning of your frame:
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call ImGui_ImplXXXX_NewFrame() for each backend.
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call ImGui::NewFrame()
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At the beginning of your frame:
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call ImGui_ImplXXXX_NewFrame() for each backend.
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call ImGui::NewFrame()
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At the end of your frame:
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call ImGui::Render()
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call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
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At the end of your frame:
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call ImGui::Render()
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call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
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At shutdown:
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call ImGui_ImplXXXX_Shutdown() for each backend.
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call ImGui::DestroyContext()
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At shutdown:
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call ImGui_ImplXXXX_Shutdown() for each backend.
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call ImGui::DestroyContext()
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```
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Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
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// Create a Dear ImGui context, setup some options
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
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```cpp
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// Create a Dear ImGui context, setup some options
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
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// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
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ImGui_ImplWin32_Init(my_hwnd);
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ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
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// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
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ImGui_ImplWin32_Init(my_hwnd);
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ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
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// Application main loop
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while (true)
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{
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// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// Application main loop
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while (true)
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{
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// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// Any application code here
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ImGui::Text("Hello, world!");
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// Any application code here
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ImGui::Text("Hello, world!");
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// End of frame: render Dear ImGui
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// End of frame: render Dear ImGui
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Swap
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g_pSwapChain->Present(1, 0);
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}
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// Swap
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g_pSwapChain->Present(1, 0);
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}
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// Shutdown
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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// Shutdown
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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```
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Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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