Updated Quickstart (markdown)
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@ -24,6 +24,7 @@ If you already have an app running by definition you shouldn't have this problem
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- (6) End of main loop: call `ImGui::Render()` + call Render function of Rendering backend.
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- (7) Most backends requires extra steps to hook or forward events.
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- (8) Shutdown backends, destroy Dear ImGui context with `ImGui::DestroyContext()`.
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- (9) In your application input logic: you can poll `ImGui::GetIO().WantCaptureMouse`/`WantCaptureKeyboard` to tell if Dear ImGui wants to obstruct mouse/keyboard inputs from underlying apps. e.g. when hovering a window WantCaptureMouse will be set to true.
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## Example: If you are using Raw Win32 API + DirectX11
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@ -52,7 +53,6 @@ ImGui_ImplDX11_Init(YOUR_D3D_DEVICE, YOUR_D3D_DEVICE_CONTEXT);
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Add to start of main loop:
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```cpp
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// (Your code process and dispatch Win32 messages)
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...
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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@ -72,6 +72,7 @@ Add to your WndProc handler:
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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(Your code process Windows messages. Read from `ImGui::GetIO().WantCaptureMouse`/`WantCaptureKeyboard` to tell if Dear ImGui should obstruct mouse/keyboard from your underlying application)
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```
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Add to Shutdown:
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```cpp
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@ -129,4 +130,4 @@ ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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```
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That should be all!
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That should be all!
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