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Docs: tweaks.
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4 changed files with 14 additions and 20 deletions
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@ -830,7 +830,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
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// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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//---------------------------------------------------------------------------------------------------------
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// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
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// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
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@ -26,7 +26,7 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// Win32 message handler your application need to call.
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// Win32 message handler your application needs to call.
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
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// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
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// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
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@ -40,7 +40,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
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// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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@ -187,33 +187,33 @@ Other Changes:
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- Improve error handling and recovery for TableSetupColumn().
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- Debug Tools:
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- Debug Log: fixed incorrectly printing characters in IO log when submitting
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non-ASCII values to io.AddInputCharacter(). (#9099)
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non-ASCII values to `io.AddInputCharacter()`. (#9099)
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- Debug Log: can output to debugger on Windows. (#5855)
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- Backends:
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- DirectX10: added 'SamplerNearest' in ImGui_ImplDX10_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- DirectX11: added 'SamplerNearest' in ImGui_ImplDX11_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- GLFW: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary.
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- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
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(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
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- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
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(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
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- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
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Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
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- GLFW: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to
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forcefully disable either. (#9109, #9116)
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- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
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platforms. (#8792, #9112)
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- SDL2, SDL3: changed GetClipboardText() handler to return NULL on error aka
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- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
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clipboard contents is not text. Consistent with other backends. (#9168)
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- SDL_GPU3: added 'TexSamplerNearest' in ImGui_ImplSDLGPU3_RenderState.
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- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
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- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
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(vs Metallib shaders requiring macOS 14+). Requires application calling
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SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
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`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
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- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
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selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
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`cap.supportedCompositeAlpha`, which seems to be required on some Android
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devices. (#8784) [@FelixStach]
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- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
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- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
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MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
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- Examples:
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- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
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- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
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warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
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@ -151,12 +151,6 @@ void Init(struct android_app* app)
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ImGui_ImplAndroid_Init(g_App->window);
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ImGui_ImplOpenGL3_Init("#version 300 es");
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// Setup scaling
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float main_scale = 2.0f;
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ImGuiStyle& style = ImGui::GetStyle();
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