Examples: SDL: Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one

This commit is contained in:
ocornut 2016-03-25 22:27:43 +01:00
parent e6c2c1fcfd
commit fdc4299c6c
5 changed files with 11 additions and 14 deletions

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@ -15,7 +15,6 @@
#include <GL/gl3w.h>
// Data
static SDL_Window* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
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();
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;
@ -341,7 +338,7 @@ void ImGui_ImplSdlGL3_Shutdown()
ImGui::Shutdown();
}
void ImGui_ImplSdlGL3_NewFrame()
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
{
if (!g_FontTexture)
ImGui_ImplSdlGL3_CreateDeviceObjects();
@ -351,8 +348,8 @@ void ImGui_ImplSdlGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(g_Window, &w, &h);
SDL_GL_GetDrawableSize(g_Window, &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.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
@ -366,7 +363,7 @@ void ImGui_ImplSdlGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int 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.)
else
io.MousePos = ImVec2(-1, -1);

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@ -9,9 +9,9 @@
struct SDL_Window;
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_NewFrame();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
// 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)
done = true;
}
ImGui_ImplSdlGL3_NewFrame();
ImGui_ImplSdlGL3_NewFrame(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"

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@ -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();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.

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