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Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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@@ -7,7 +7,8 @@
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// See imgui_impl_sdl.cpp for details.
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#include "imgui.h"
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#include "imgui_impl_sdl_gl2.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_opengl2.h"
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#include <stdio.h>
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#include <SDL.h>
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#include <SDL_opengl.h>
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@@ -38,7 +39,9 @@ int main(int, char**)
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ImGui::CreateContext();
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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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ImGui_ImplSdlGL2_Init(window);
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ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL2_Init();
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// Setup style
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ImGui::StyleColorsDark();
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@@ -67,6 +70,7 @@ int main(int, char**)
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bool done = false;
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while (!done)
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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@@ -74,11 +78,15 @@ int main(int, char**)
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSdlGL2_ProcessEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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if (event.type == SDL_QUIT)
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done = true;
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}
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ImGui_ImplSdlGL2_NewFrame(window);
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// Start the ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui::NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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@@ -118,17 +126,18 @@ int main(int, char**)
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}
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// Rendering
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glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui::Render();
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ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(window);
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}
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// Cleanup
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ImGui_ImplSdlGL2_Shutdown();
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_GL_DeleteContext(gl_context);
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