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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
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@@ -345,7 +345,8 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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int main(int, char**)
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{
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// Setup SDL
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
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// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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{
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printf("Error: SDL_Init(): %s\n", SDL_GetError());
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return -1;
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@@ -459,6 +460,7 @@ int main(int, char**)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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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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// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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@@ -468,6 +470,8 @@ 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 using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
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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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@@ -551,6 +555,7 @@ int main(int, char**)
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}
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// Cleanup
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
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err = vkDeviceWaitIdle(g_Device);
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check_vk_result(err);
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ImGui_ImplVulkan_Shutdown();
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