Examples: SDL: Minor renaming.
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@ -111,12 +111,12 @@ void ImGui_ImplSdlGL2_RenderDrawLists(ImDrawData* draw_data)
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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}
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static const char* ImGui_ImplSdl_GetClipboardText(void*)
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static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
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{
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return SDL_GetClipboardText();
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}
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static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
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static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text)
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{
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SDL_SetClipboardText(text);
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}
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@ -227,8 +227,8 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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io.KeyMap[ImGuiKey_Z] = SDLK_z;
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io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText;
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io.ClipboardUserData = NULL;
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#ifdef _WIN32
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@ -267,7 +267,7 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
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// Setup time step
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Uint32 time = SDL_GetTicks();
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double current_time = time / 1000.0;
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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// Setup inputs
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