omar
cb38caeda4
Examples: Added more comments near the fonts loading section, to catch common questions and errors (e.g. #1397 , #1366 , #1341 , #1222 , #1193 , #1115 , #951 , etc.)
2017-10-28 18:21:44 +02:00
omar
d2c65aa3e8
Examples: DirectX9/10/11: Tweak usage of SetCapture/ReleaseCapture. ( #1375 )
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ps: DirectX 12 example (#302 ) may want to adopt that as well.
2017-10-24 14:48:00 +02:00
omar
d6a9956781
Examples: DirectX9/10/11: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. VK_MENU can be read.
2017-10-23 10:01:18 +02:00
omar
c14a66970b
Examples: DirectX9/10/11: Renamed WndProc handler to use a generic Win32 name + returning 0 to all messages is more correct.
2017-10-23 09:57:59 +02:00
omar
a96f095deb
Examples: DirectX10, DirectX11: Using SetCapture/ReleaseCapture to get correct behavior ( #1375 )
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ps: DirectX 12 example (#302 ) may want to adopt that as well.
2017-10-23 09:46:49 +02:00
omar
b3099d650c
Examples: Adding Roboto to the commented-out font list, and removing the unnecessary ProggyClean from there.
2017-10-04 19:28:04 -07:00
omar
842e88a8e3
Examples: Avoid using ImColor() to not tempt newcomers into looking at it
2017-09-27 15:47:08 +02:00
omar
3dd3d0b248
Examples: DirectX11: allow creating device with feature level 10 sinec we don't really need much for that example. ( #1333 )
2017-09-24 12:54:49 +02:00
ocornut
d5d825debb
Nav/Examples: honoring the io.WantMoveMouse flag in most common examples ( #323 )
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Missing support Vulkan (#549 ), Apple (#575 , #247 ), SDL (#58 , #356 ),
Allegro, Marmalade (#368 , #375 )
2017-09-18 16:04:44 +02:00
omar
b8ade0b94f
Examples: Main: Removed call to SetNextWindowSize()
2017-09-01 17:07:19 +02:00
omar
7e452ec737
Renamed ImGuiSetCond_XXX type and enums to ImGuiCond_XXX, kept old enums under #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2017-08-11 13:36:28 +08:00
omar
645875a240
Examples: Enable vsync by default in example applications ( #1213 , #1151 )
2017-07-23 16:13:17 +08:00
omar
99ff2ec6fb
Examples: DirectX9/10/11: Comments
2017-06-02 11:28:48 +02:00
ocornut
7c2b35704d
Examples: DirectX9-10-11: Only call Windows' SetCursor(NULL) when io.MouseDrawCursor is set ( #585 , #909 )
2016-11-12 19:46:52 +01:00
ocornut
612b17ef57
Fixing minor english typos ( #827 )
2016-09-11 22:02:35 +02:00
ocornut
2825eaa0be
Examples: Accessing ImVector fields directly, feel less stl-ey and fix renderer side assert when render list only contains a callback ( #810 )
2016-09-03 19:24:57 +02:00
ocornut
8a0d3b9628
Examples; DirectX10/11: Added comments about removing dependency on d3dcompiler DLL ( #638 )
2016-05-08 11:49:21 +02:00
ocornut
656b1e848c
Examples: DirectX11: Fixed uninitialized fields. Disabling depth-write ( #640 , #636 )
2016-05-07 20:53:55 +02:00
ocornut
f4633d09ac
Examples: DirectX10, DirectX11: Removed seemingly unnecessary bunch of rasterizer state creation code.
2016-05-07 20:19:04 +02:00
ocornut
834bfe4af5
Examples: DirectX11: Fixed handle leak + minor coding style fix for #640
2016-05-07 20:11:14 +02:00
josiahmanson
5fe2cacd4d
DX11 example depth test
2016-05-07 10:42:48 -07:00
ocornut
552246feed
Examples: DirectX10,DirectX11 : Minor renaming
2016-04-03 13:02:04 +02:00
ocornut
90493f8add
Examples: DirectX11: Shallow massaging to make the code more consistent/readable (following #570 )
2016-04-03 12:48:38 +02:00
ocornut
2942240072
Examples: DX11: Cleanup state backup/restore code ( #570 )
2016-04-03 12:43:17 +02:00
Nicolas Guillemot
d4d51a7802
capture and restore all state
2016-04-02 19:08:27 -07:00
ocornut
a6399f120f
IO: Added "Super" keyboard modifiers (corresponding to Cmd on Mac and Windows key in theory although the later is hard to read) ( #473 )
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NB: Value not used.
2016-04-02 18:22:40 +02:00
ocornut
7661b1e778
Trim trailing spaces
2016-03-26 15:43:45 +01:00
ocornut
04396ed7a9
FAQ and comments about the use of ImTextureID ( #562 , #561 , #521 , #510 , #497 , #475 ...)
2016-03-24 11:00:47 +01:00
ocornut
6277ffe00f
Examples: DirectX11: fixed ImGui_ImplDX11_NewFrame() from recreating device objects if render isn't called (g_pVB not set)
2016-01-11 10:19:38 +00:00
ocornut
bf83ac8b55
Examples: Fixed msvc batch files from warning.
2015-12-07 21:27:25 +00:00
ocornut
9596e6f794
Examples: DirectX10: Minor tweaks, updated to latest example changes ( #424 )
2015-12-03 18:32:01 +00:00
omar
fe2972e8b2
Merge pull request #420 from RaptorFactor/master
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Examples: DX11: Compile shaders with lower features levels.
2015-11-30 19:36:06 +00:00
Joshua Boyce
6adf644448
Allow DX11 renderer to be used with devices with lower feature levels.
2015-12-01 05:08:30 +11:00
ocornut
1b7aee7b9d
Examples: DX11: Remove debug flag ( #415 )
2015-11-30 10:22:46 +00:00
ocornut
6cee2fca94
Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). Effectively fix resizing in DX examples.
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+ Standardized comments.
2015-11-29 14:54:05 +00:00
ocornut
94ec3d534e
Examples: Header comments.
2015-11-29 11:25:15 +00:00
ocornut
6800939e73
Examples: Header comments.
2015-11-29 11:19:30 +00:00
ocornut
5c52e9ec0d
Examples: Clarified comments. Removed font merging example from comments.
2015-11-29 11:11:03 +00:00
ocornut
d673db3092
Examples: Added README into the Visual Studio solution to people are less likely to miss it.
2015-11-29 11:01:50 +00:00
ocornut
83e6cfbec0
Examples: DirectX9/11: Removed assumption about Unicode build in example main.cpp ( #399 )
2015-11-22 21:23:56 +00:00
ocornut
3b2fdf27a8
Examples: Added /Zi (output debug information) in build_win32.bat files
2015-11-11 09:45:18 +00:00
ocornut
e46c7b70eb
Examples: Most examples apps detect if ImDrawIdx was changed to 32-bits instead of 16
2015-11-08 11:00:31 +00:00
ocornut
e858d229a0
Examples: update all examples with same comment ( #389 )
2015-10-30 10:45:16 +01:00
ocornut
5d53f37a5d
Examples: Possibly clarified the intent of imgui_impl_* files.
2015-10-13 17:53:43 +02:00
Nicolas Guillemot
509ac33abe
fix POSITION format (ImDrawVert::pos is 2D, not 4D)
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the inputlayout incorrectly described the POSITION attribute as being
4D, while ImDrawVert::pos is 2D. This went unnoticed because the buffer
binding has a stride of sizeof(ImDrawVert) and the POSITION is treated
as a float2 in the vertex shader. If you switch POSITION to float4 in
the vertex shader (and actually use the z/w in the matrix
multiplication) then everything become wacky-looking since it's
interpreting the texture coordinates as z/w. On a similar note: It's
weird that the projection matrix takes z and w into consideration when
those don't exist in the shader due to positions being float2s.
2015-10-11 16:42:22 -07:00
ocornut
ad4c962224
Examples: DirectX11: Fixed batch file for VS 2012+, still works for 2008/2010.. Include path order matters...
2015-09-10 20:58:43 +01:00
ocornut
853f265025
Examples: Added batch files to build Windows examples with VS
2015-09-10 20:34:06 +01:00
ocornut
7d6ddbe5c8
Examples: comment on setting the RenderDrawListsFn function.
2015-09-07 14:58:26 +01:00
ocornut
77bcb7152b
Examples: DirectX11: fixed vertex shader which breaks with VS2015 somehow (DX11 version?) ( #313 )
2015-09-01 10:47:36 +01:00
ocornut
822eaf1751
Examples: DX9, DX11: mapping missing middle mouse button.
2015-08-25 16:54:47 +01:00