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backends_test for 1.92.0
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@@ -13,18 +13,22 @@
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#define igGetIO igGetIO_Nil
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int main() {
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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fprintf(stderr, "Failed to init video! %s", SDL_GetError());
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return 1;
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};
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SDL_Window *window = NULL;
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window = SDL_CreateWindow("cimgui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window* window = NULL;
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window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
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if (window == NULL)
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{
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
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return -1;
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}
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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// Create GPU Device
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SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,NULL);
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@@ -52,6 +56,12 @@ int main() {
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// Setup Dear ImGui style
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igStyleColorsDark(NULL);
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//igStyleColorsLight(NULL);
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// Setup scaling
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ImGuiStyle* style = igGetStyle();
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ImGuiStyle_ScaleAllSizes(style, main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style->FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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io->ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io->ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLGPU(window);
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@@ -158,7 +168,7 @@ int main() {
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if (swapchain_texture != NULL && !is_minimized)
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{
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// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
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Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
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ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
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// Setup and start a render pass
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SDL_GPUColorTargetInfo target_info ;//= {};
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