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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp
This commit is contained in:
commit
d8c98c8c14
24 changed files with 127 additions and 24 deletions
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@ -103,6 +103,11 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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@ -139,6 +139,11 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -506,6 +506,11 @@ int main(int, char**)
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g_MainWindowData.FrameIndex = 0;
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g_SwapChainRebuild = false;
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}
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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplVulkan_NewFrame();
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@ -152,6 +152,11 @@ int main(int, char**)
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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continue;
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}
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// React to changes in screen size
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int width, height;
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@ -138,6 +138,11 @@ int main(int, char**)
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CreateRenderTarget();
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}
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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@ -117,6 +117,11 @@ int main(int, char**)
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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@ -152,6 +152,11 @@ int main(int, char**)
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -108,6 +108,11 @@ int main(int, char**)
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer2_NewFrame();
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@ -504,6 +504,11 @@ int main(int, char**)
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Resize swap chain?
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int fb_width, fb_height;
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@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
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Use build_win32.bat or directly:
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```
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set SDL2_DIR=path_to_your_sdl3_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
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set SDL3_DIR=path_to_your_sdl3_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
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```
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## Linux and similar Unixes
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@ -148,6 +148,11 @@ int main(int, char**)
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -112,6 +112,11 @@ int main(int, char**)
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer3_NewFrame();
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@ -163,6 +168,9 @@ int main(int, char**)
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
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SDL_RenderPresent(renderer);
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}
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#ifdef __EMSCRIPTEN__
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EMSCRIPTEN_MAINLOOP_END;
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#endif
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// Cleanup
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ImGui_ImplSDLRenderer3_Shutdown();
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@ -168,6 +168,11 @@ int main(int, char**)
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}
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if (done)
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break;
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if (::IsIconic(hwnd))
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{
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::Sleep(10);
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continue;
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}
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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@ -17,20 +17,21 @@
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// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
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// This worked, but it made us lose all the nice things we had...
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// Since only about 3 examples really need to run with Emscripten, here's our solution:
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// Since only about 4 examples really need to run with Emscripten, here's our solution:
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// - Use some weird macros and capturing lambda to turn a loop in main() into a function.
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// - Hide all that crap in this file so it doesn't make our examples unusually ugly.
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// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
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// want to suggest to the newcomer that we would ever use C++ headers as this would affect
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// the initial judgment of many of our target audience.
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// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
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// - The do { } while (0) is to allow our code calling continue in the main loop.
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <functional>
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static std::function<void()> MainLoopForEmscriptenP;
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static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
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#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]()
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#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
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#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do
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#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
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#else
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#define EMSCRIPTEN_MAINLOOP_BEGIN
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#define EMSCRIPTEN_MAINLOOP_END
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