Nav: Examples: Added commented out io.NavFlags |= ImGuiNavFlags_EnableKeyboard to all examples. (#787)

This commit is contained in:
omar 2018-02-06 19:58:23 +01:00
parent 3171f90a1a
commit ae30efc0fd
9 changed files with 17 additions and 10 deletions

View File

@ -23,7 +23,9 @@ int main(int, char**)
al_register_event_source(queue, al_get_mouse_event_source());
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplA5_Init(display);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -36,7 +38,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -120,7 +120,9 @@ int main(int, char**)
UpdateWindow(hwnd);
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -133,7 +135,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -125,7 +125,7 @@ int main(int, char**)
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();

View File

@ -75,7 +75,9 @@ int main(int, char**)
}
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -88,7 +90,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -15,7 +15,9 @@
int main(int, char**)
{
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_Marmalade_Init(true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -28,7 +30,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -27,7 +27,9 @@ int main(int, char**)
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwGL2_Init(window, true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -40,7 +42,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -34,8 +34,8 @@ int main(int, char**)
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwGL3_Init(window, true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
//io.NavFlags |= ImGuiNavFlags_EnableGamepad;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
//io.NavFlags |= ImGuiNavFlags_EnableGamepad; // Enable Gamepad Controls
// Setup style
ImGui::StyleColorsDark();

View File

@ -34,7 +34,9 @@ int main(int, char**)
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplSdlGL2_Init(window);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -47,7 +49,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);

View File

@ -614,6 +614,7 @@ int main(int, char**)
setup_vulkan(window);
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwVulkan_Init_Data init_data = {};
init_data.allocator = g_Allocator;
init_data.gpu = g_Gpu;
@ -623,6 +624,7 @@ int main(int, char**)
init_data.descriptor_pool = g_DescriptorPool;
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
ImGui::StyleColorsDark();
@ -635,7 +637,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);