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Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper.
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@ -20,6 +20,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
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// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
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// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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@ -99,6 +100,9 @@
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#endif
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#endif
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#endif
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#ifndef _WIN32
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#include <unistd.h> // for usleep()
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#endif
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#ifdef __EMSCRIPTEN__
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten.h>
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@ -825,6 +829,16 @@ void ImGui_ImplGlfw_NewFrame()
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ImGui_ImplGlfw_UpdateGamepads();
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ImGui_ImplGlfw_UpdateGamepads();
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}
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}
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// GLFW doesn't provide a portable sleep function
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void ImGui_ImplGlfw_Sleep(int milliseconds)
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{
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#ifdef _WIN32
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::Sleep(milliseconds);
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#else
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usleep(milliseconds * 1000);
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#endif
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}
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
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static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
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static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
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{
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{
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@ -57,4 +57,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key,
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
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// GLFW helpers
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IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
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#endif // #ifndef IMGUI_DISABLE
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#endif // #ifndef IMGUI_DISABLE
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@ -43,8 +43,10 @@ Breaking changes:
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Other changes:
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Other changes:
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- Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop to handle
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
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minimization without burning CPU or GPU by running unthrottled code. (#7844)
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provide a way to do a portable sleep. (#7844)
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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@ -91,6 +91,11 @@ 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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// - 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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// 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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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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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplOpenGL2_NewFrame();
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@ -127,6 +127,11 @@ 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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// - 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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// 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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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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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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@ -494,6 +494,11 @@ int main(int, char**)
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g_MainWindowData.FrameIndex = 0;
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g_MainWindowData.FrameIndex = 0;
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g_SwapChainRebuild = false;
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g_SwapChainRebuild = false;
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}
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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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// Start the Dear ImGui frame
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplVulkan_NewFrame();
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