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mirror of https://github.com/ocornut/imgui.git synced 2024-11-15 19:43:28 +01:00

Merge branch 'master' into docking

This commit is contained in:
omar 2019-02-12 10:30:48 +01:00
commit 8691b56136
4 changed files with 9 additions and 4 deletions

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

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@ -46,6 +46,7 @@
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif #endif
#if defined(__APPLE__) #if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h> #include <OpenGL/gl.h>
#else #else
#include <GL/gl.h> #include <GL/gl.h>