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@@ -35,6 +35,16 @@ HOW TO UPDATE?
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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- Please report any issue!
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.92.5 WIP (In Progress)
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-----------------------------------------------------------------------
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Docking+Viewports Branch:
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- Examples: SDL2+DX11, SDL3+DX11, Win32+DX10, Win32+DX11: fixed one resource
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leak from the use of MakeWindowAssociation() in 1.92.4. (#9010, #4350) [@o-3-o]
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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VERSION 1.92.4 (Released 2025-10-14)
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VERSION 1.92.4 (Released 2025-10-14)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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@@ -261,7 +261,10 @@ bool CreateDeviceD3D(HWND hWnd)
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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IDXGIFactory* pSwapChainFactory;
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IDXGIFactory* pSwapChainFactory;
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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{
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return true;
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return true;
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@@ -256,7 +256,10 @@ bool CreateDeviceD3D(HWND hWnd)
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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IDXGIFactory* pSwapChainFactory;
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IDXGIFactory* pSwapChainFactory;
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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{
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return true;
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return true;
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@@ -246,7 +246,10 @@ bool CreateDeviceD3D(HWND hWnd)
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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IDXGIFactory* pSwapChainFactory;
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IDXGIFactory* pSwapChainFactory;
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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{
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return true;
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return true;
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@@ -250,7 +250,10 @@ bool CreateDeviceD3D(HWND hWnd)
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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IDXGIFactory* pSwapChainFactory;
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IDXGIFactory* pSwapChainFactory;
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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{
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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pSwapChainFactory->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return true;
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return true;
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