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Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.

ocornut 11 달 전
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4832027eb6

+ 1 - 1
backends/imgui_impl_sdl3.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.

+ 1 - 1
backends/imgui_impl_sdl3.h

@@ -2,7 +2,7 @@
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**)
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.

+ 2 - 0
backends/imgui_impl_sdlrenderer3.cpp

@@ -1,6 +1,8 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
 // (Requires: SDL 3.0.0+)
 
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
 // Note how SDL_Renderer is an _optional_ component of SDL3.
 // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
 // If your application will want to render any non trivial amount of graphics other than UI,

+ 2 - 0
backends/imgui_impl_sdlrenderer3.h

@@ -1,6 +1,8 @@
 // dear imgui: Renderer Backend for SDL_Renderer for SDL3
 // (Requires: SDL 3.0.0+)
 
+// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
+
 // Note how SDL_Renderer is an _optional_ component of SDL3.
 // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
 // If your application will want to render any non trivial amount of graphics other than UI,

+ 15 - 12
docs/CHANGELOG.txt

@@ -92,18 +92,21 @@ Other changes:
   a drag and drop source or target: a SetNextWindowPos() call won't be overriden. (#6973)
 - Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
 - Fonts: made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903)
-- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
-  provide a way to do a portable sleep. (#7844)
-- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
-- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
-- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
-  by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
-- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
-  since GLFW own tests are doing that and it seems unnecessary.
-- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
-  instead of ImGuiIO.
-- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
-  to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
+- Backends:
+  - Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not
+    provide a way to do a portable sleep. (#7844)
+  - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
+  - Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+  - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
+    by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
+  - Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
+    since GLFW own tests are doing that and it seems unnecessary.
+  - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
+    instead of ImGuiIO.
+- Examples:
+  - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
+    to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
+  - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
 
 Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898)
 

+ 1 - 1
examples/example_sdl3_opengl3/main.cpp

@@ -27,7 +27,7 @@
 int main(int, char**)
 {
     // Setup SDL
-    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
     {
         printf("Error: SDL_Init(): %s\n", SDL_GetError());
         return -1;

+ 1 - 1
examples/example_sdl3_sdlrenderer3/main.cpp

@@ -25,7 +25,7 @@
 int main(int, char**)
 {
     // Setup SDL
-    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD))
     {
         printf("Error: SDL_Init(): %s\n", SDL_GetError());
         return -1;