OpenGL/DirextX examples: comments and tweaks.

This commit is contained in:
ocornut 2014-09-30 10:09:44 +01:00
parent f86286548e
commit ec625b7c49
2 changed files with 97 additions and 95 deletions

View File

@ -168,12 +168,10 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
io.AddInputCharacter((unsigned short)wParam); io.AddInputCharacter((unsigned short)wParam);
return true; return true;
case WM_DESTROY: case WM_DESTROY:
{
Cleanup(); Cleanup();
PostQuitMessage(0); PostQuitMessage(0);
return 0; return 0;
} }
}
return DefWindowProc(hWnd, msg, wParam, lParam); return DefWindowProc(hWnd, msg, wParam, lParam);
} }
@ -310,10 +308,12 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
UpdateImGui(); UpdateImGui();
// Create a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
static bool show_test_window = true; static bool show_test_window = true;
static bool show_another_window = false; static bool show_another_window = false;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
@ -330,16 +330,9 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120; const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
// Show the ImGui test window
// Most of user example code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
} }
// Show another simple window // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
@ -347,6 +340,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering // Rendering
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);

View File

@ -252,7 +252,7 @@ void UpdateImGui()
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y); glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it, so we don't miss click-release events that are shorted than our frame. io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0; io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame // Start the frame
@ -273,10 +273,12 @@ int main(int argc, char** argv)
glfwPollEvents(); glfwPollEvents();
UpdateImGui(); UpdateImGui();
// Create a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
static bool show_test_window = true; static bool show_test_window = true;
static bool show_another_window = false; static bool show_another_window = false;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f; static float f;
ImGui::Text("Hello, world!"); ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
@ -293,16 +295,9 @@ int main(int argc, char** argv)
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120; const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
// Show the ImGui test window
// Most of user example code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
} }
// Show another simple window // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
@ -310,6 +305,13 @@ int main(int argc, char** argv)
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering // Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.8f, 0.6f, 0.6f, 1.0f); glClearColor(0.8f, 0.6f, 0.6f, 1.0f);