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		| @@ -1,7 +1,7 @@ | ||||
| // ImGui - standalone example application for DirectX 10 | ||||
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | ||||
|  | ||||
| #include <imgui.h> | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_dx10.h" | ||||
| #include <d3d10_1.h> | ||||
| #include <d3d10.h> | ||||
| @@ -39,22 +39,20 @@ HRESULT CreateDeviceD3D(HWND hWnd) | ||||
| { | ||||
|     // Setup swap chain | ||||
|     DXGI_SWAP_CHAIN_DESC sd; | ||||
|     { | ||||
|         ZeroMemory(&sd, sizeof(sd)); | ||||
|         sd.BufferCount = 2; | ||||
|         sd.BufferDesc.Width = 0; | ||||
|         sd.BufferDesc.Height = 0; | ||||
|         sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||||
|         sd.BufferDesc.RefreshRate.Numerator = 60; | ||||
|         sd.BufferDesc.RefreshRate.Denominator = 1; | ||||
|         sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | ||||
|         sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||||
|         sd.OutputWindow = hWnd; | ||||
|         sd.SampleDesc.Count = 1; | ||||
|         sd.SampleDesc.Quality = 0; | ||||
|         sd.Windowed = TRUE; | ||||
|         sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | ||||
|     } | ||||
|     ZeroMemory(&sd, sizeof(sd)); | ||||
|     sd.BufferCount = 2; | ||||
|     sd.BufferDesc.Width = 0; | ||||
|     sd.BufferDesc.Height = 0; | ||||
|     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | ||||
|     sd.BufferDesc.RefreshRate.Numerator = 60; | ||||
|     sd.BufferDesc.RefreshRate.Denominator = 1; | ||||
|     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | ||||
|     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | ||||
|     sd.OutputWindow = hWnd; | ||||
|     sd.SampleDesc.Count = 1; | ||||
|     sd.SampleDesc.Quality = 0; | ||||
|     sd.Windowed = TRUE; | ||||
|     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | ||||
|  | ||||
|     UINT createDeviceFlags = 0; | ||||
|     //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; | ||||
| @@ -126,22 +124,22 @@ int main(int, char**) | ||||
|     ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); | ||||
|  | ||||
|     // Setup style | ||||
|     ImGui::StyleColorsClassic(); | ||||
|     //ImGui::StyleColorsDark(); | ||||
|     ImGui::StyleColorsDark(); | ||||
|     //ImGui::StyleColorsClassic(); | ||||
|  | ||||
|     // Load Fonts | ||||
|     // - 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.  | ||||
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.  | ||||
|     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | ||||
|     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | ||||
|     // - Read 'extra_fonts/README.txt' for more instructions and details. | ||||
|     // - Read 'misc/fonts/README.txt' for more instructions and details. | ||||
|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | ||||
|     //ImGuiIO& io = ImGui::GetIO(); | ||||
|     //io.Fonts->AddFontDefault(); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | ||||
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | ||||
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | ||||
|     //IM_ASSERT(font != NULL); | ||||
|  | ||||
| @@ -170,25 +168,33 @@ int main(int, char**) | ||||
|         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". | ||||
|         { | ||||
|             static float f = 0.0f; | ||||
|             ImGui::Text("Hello, world!");                           // Some text (you can use a format string too) | ||||
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f | ||||
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color | ||||
|             if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well. | ||||
|                 show_demo_window ^= 1; | ||||
|             if (ImGui::Button("Another Window")) | ||||
|                 show_another_window ^= 1; | ||||
|             static int counter = 0; | ||||
|             ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too) | ||||
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f     | ||||
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | ||||
|  | ||||
|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state | ||||
|             ImGui::Checkbox("Another Window", &show_another_window); | ||||
|  | ||||
|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated) | ||||
|                 counter++; | ||||
|             ImGui::SameLine(); | ||||
|             ImGui::Text("counter = %d", counter); | ||||
|  | ||||
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | ||||
|         } | ||||
|  | ||||
|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. | ||||
|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. | ||||
|         if (show_another_window) | ||||
|         { | ||||
|             ImGui::Begin("Another Window", &show_another_window); | ||||
|             ImGui::Text("Hello from another window!"); | ||||
|             if (ImGui::Button("Close Me")) | ||||
|                 show_another_window = false; | ||||
|             ImGui::End(); | ||||
|         } | ||||
|  | ||||
|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). | ||||
|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! | ||||
|         if (show_demo_window) | ||||
|         { | ||||
|             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! | ||||
|   | ||||
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