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Merge branch 'master' into docking

omar 6 éve
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8691b56136

+ 1 - 0
docs/CHANGELOG.txt

@@ -145,6 +145,7 @@ Other Changes:
 - 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: 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]
 
 

+ 3 - 0
examples/example_glfw_opengl2/main.cpp

@@ -10,6 +10,9 @@
 #include "imgui_impl_glfw.h"
 #include "imgui_impl_opengl2.h"
 #include <stdio.h>
+#ifdef __APPLE__
+#define GL_SILENCE_DEPRECATION
+#endif
 #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.

+ 4 - 4
examples/imgui_impl_metal.mm

@@ -404,8 +404,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
         commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
 {
     // 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_height = (int)(drawData->DisplaySize.y * draw_data->FramebufferScale.y);
+    int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
+    int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
     if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
         return;
 
@@ -452,8 +452,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
     [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
 
     // Will project scissor/clipping rectangles into framebuffer space
-    ImVec2 clip_off = draw_data->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_off = drawData->DisplayPos;         // (0,0) unless using multi-viewports
+    ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
 
     // Render command lists
     size_t vertexBufferOffset = 0;

+ 1 - 0
examples/imgui_impl_opengl2.cpp

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