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https://github.com/ocornut/imgui.git
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Examples: Misc comments mainly related to GLFW callbacks. (#1759)
This commit is contained in:
parent
a419d46205
commit
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@ -22,14 +22,16 @@ int main(int, char**)
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al_register_event_source(queue, al_get_keyboard_event_source());
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al_register_event_source(queue, al_get_keyboard_event_source());
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al_register_event_source(queue, al_get_mouse_event_source());
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al_register_event_source(queue, al_get_mouse_event_source());
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplAllegro5_Init(display);
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ImGui_ImplAllegro5_Init(display);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -237,16 +237,17 @@
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if ([view openGLContext] == nil)
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if ([view openGLContext] == nil)
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NSLog(@"No OpenGL Context!");
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NSLog(@"No OpenGL Context!");
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplOSX_Init();
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ImGui_ImplOSX_Init();
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -95,16 +95,17 @@ int main(int argc, char** argv)
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// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
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// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
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glutDisplayFunc(glut_display_func);
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glutDisplayFunc(glut_display_func);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplFreeGLUT_Init();
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ImGui_ImplFreeGLUT_Init();
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ImGui_ImplFreeGLUT_InstallFuncs();
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ImGui_ImplFreeGLUT_InstallFuncs();
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -36,17 +36,19 @@ int main(int, char**)
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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glfwSwapInterval(1); // Enable vsync
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForOpenGL() with install_callbacks=false and call them yourself.
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -82,17 +82,19 @@ int main(int, char**)
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return 1;
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return 1;
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}
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}
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForOpenGL() with install_callbacks=false and call them yourself.
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -350,17 +350,16 @@ int main(int, char**)
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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SetupVulkanWindowData(wd, surface, w, h);
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SetupVulkanWindowData(wd, surface, w, h);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup GLFW binding
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// Setup Platform/Renderer bindings
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// If you have already installed GLFW callbacks in your app, call ImGui_ImplGlfw_InitForVulkan() with install_callbacks=false and call the functions yourself.
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ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplGlfw_InitForVulkan(window, true);
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// Setup Vulkan binding
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ImGui_ImplVulkan_InitInfo init_info = {};
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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init_info.Instance = g_Instance;
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init_info.PhysicalDevice = g_PhysicalDevice;
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init_info.PhysicalDevice = g_PhysicalDevice;
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@ -373,7 +372,7 @@ int main(int, char**)
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init_info.CheckVkResultFn = check_vk_result;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -16,14 +16,16 @@ int main(int, char**)
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{
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{
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IwGxInit();
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IwGxInit();
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_Marmalade_Init(true);
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ImGui_Marmalade_Init(true);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -34,16 +34,17 @@ int main(int, char**)
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -74,16 +74,17 @@ int main(int, char**)
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return 1;
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return 1;
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}
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}
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -333,15 +333,13 @@ int main(int, char**)
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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SetupVulkanWindowData(wd, surface, w, h);
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SetupVulkanWindowData(wd, surface, w, h);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup SDL binding
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// Setup Platform/Renderer bindings
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ImGui_ImplSDL2_InitForVulkan(window);
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ImGui_ImplSDL2_InitForVulkan(window);
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// Setup Vulkan binding
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ImGui_ImplVulkan_InitInfo init_info = {};
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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init_info.Instance = g_Instance;
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init_info.PhysicalDevice = g_PhysicalDevice;
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init_info.PhysicalDevice = g_PhysicalDevice;
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@ -354,7 +352,7 @@ int main(int, char**)
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init_info.CheckVkResultFn = check_vk_result;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -110,16 +110,17 @@ int main(int, char**)
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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UpdateWindow(hwnd);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX10_Init(g_pd3dDevice);
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ImGui_ImplDX10_Init(g_pd3dDevice);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -113,16 +113,17 @@ int main(int, char**)
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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UpdateWindow(hwnd);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -286,19 +286,20 @@ int main(int, char**)
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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UpdateWindow(hwnd);
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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// Setup style
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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@ -75,15 +75,17 @@ int main(int, char**)
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return 0;
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return 0;
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}
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}
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// Setup Dear ImGui binding
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
|
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||||
|
|
||||||
// Setup style
|
// Setup Style
|
||||||
ImGui::StyleColorsDark();
|
ImGui::StyleColorsDark();
|
||||||
//ImGui::StyleColorsClassic();
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
@ -102,14 +102,6 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
|||||||
io.AddInputCharacter((unsigned short)c);
|
io.AddInputCharacter((unsigned short)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
||||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
|
||||||
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
|
||||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
|
||||||
}
|
|
||||||
|
|
||||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||||
{
|
{
|
||||||
g_Window = window;
|
g_Window = window;
|
||||||
@ -160,7 +152,12 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
|||||||
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||||
|
|
||||||
if (install_callbacks)
|
if (install_callbacks)
|
||||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
{
|
||||||
|
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||||
|
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||||
|
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||||
|
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||||
|
}
|
||||||
|
|
||||||
g_ClientApi = client_api;
|
g_ClientApi = client_api;
|
||||||
return true;
|
return true;
|
||||||
|
@ -25,9 +25,10 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in
|
|||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||||
|
|
||||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
// GLFW callbacks are installed by default if you call the InitXXX function with 'install_callbacks=true'.
|
||||||
// Provided here if you want to chain callbacks.
|
// If you already have GLFW callbacks installed by your application, call the InitXXX function with install_callbacks=false,
|
||||||
// You can also handle inputs yourself and use those as a reference.
|
// then call the functions yourselves from your own GLFW callbacks.
|
||||||
|
// You may also handle inputs yourself and use those as a reference.
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||||
|
Loading…
Reference in New Issue
Block a user