mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-05 04:28:47 +02:00
Merge 'ocornut/master' into 'jdmo3/master'
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@ -161,4 +161,4 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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@ -620,13 +620,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
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if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
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if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; }
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if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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for (UINT i = 0; i < g_numFramesInFlight; ++i)
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{
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if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
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if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
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}
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ImGui::GetIO().Fonts->TexID = 0;
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}
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bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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@ -726,6 +725,14 @@ void ImGui_ImplDX12_NewFrame()
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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if (io.WantMoveMouse)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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ClientToScreen(g_hWnd, &pos);
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SetCursorPos(pos.x, pos.y);
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}
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// Hide OS mouse cursor if ImGui is drawing it
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if (io.MouseDrawCursor)
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SetCursor(NULL);
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@ -346,16 +346,15 @@ int main(int, char**)
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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{
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ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
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ImGui::Begin("Another Window", &show_another_window);
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ImGui::Text("Hello");
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ImGui::Text("Hello from another window!");
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ImGui::End();
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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!
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // 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!
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ImGui::ShowTestWindow(&show_test_window);
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}
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@ -385,7 +384,8 @@ int main(int, char**)
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
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g_pSwapChain->Present(1, 0);
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g_pSwapChain->Present(1, 0); // Present with vsync
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//g_pSwapChain->Present(0, 0); // Present without vsync
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auto fenceValue = g_fenceLastSignalledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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