mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx9.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
This commit is contained in:
@ -253,7 +253,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
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VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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if (err == VK_ERROR_OUT_OF_DATE_KHR)
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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@ -326,7 +326,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &wd->FrameIndex;
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VkResult err = vkQueuePresentKHR(g_Queue, &info);
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if (err == VK_ERROR_OUT_OF_DATE_KHR)
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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@ -115,7 +115,7 @@ int main(int, char**)
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
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{
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{
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// Release all outstanding references to the swap chain's buffers before resizing.
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
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@ -245,7 +245,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
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VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
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if (err == VK_ERROR_OUT_OF_DATE_KHR)
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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@ -318,7 +318,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &wd->FrameIndex;
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VkResult err = vkQueuePresentKHR(g_Queue, &info);
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if (err == VK_ERROR_OUT_OF_DATE_KHR)
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if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
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{
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g_SwapChainRebuild = true;
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return;
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@ -90,21 +90,24 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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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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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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continue;
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX10_NewFrame();
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@ -95,21 +95,24 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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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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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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continue;
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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@ -129,21 +129,24 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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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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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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continue;
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX12_NewFrame();
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@ -88,21 +88,24 @@ int main(int, char**)
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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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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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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continue;
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX9_NewFrame();
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