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Merge branch 'master' into docking
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commit
8691b56136
@ -145,6 +145,7 @@ Other Changes:
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- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
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- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
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- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
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- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
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- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
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- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
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- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
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@ -10,6 +10,9 @@
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl2.h"
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#include "imgui_impl_opengl2.h"
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#include <stdio.h>
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#include <stdio.h>
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#ifdef __APPLE__
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#define GL_SILENCE_DEPRECATION
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#endif
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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@ -404,8 +404,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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{
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(drawData->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y);
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int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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return;
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return;
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@ -452,8 +452,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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// Will project scissor/clipping rectangles into framebuffer space
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t vertexBufferOffset = 0;
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@ -46,6 +46,7 @@
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
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#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
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#endif
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#endif
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#if defined(__APPLE__)
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#if defined(__APPLE__)
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#define GL_SILENCE_DEPRECATION
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#include <OpenGL/gl.h>
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#include <OpenGL/gl.h>
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#else
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#else
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#include <GL/gl.h>
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#include <GL/gl.h>
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