Examples: Extend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)
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@ -87,7 +87,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
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// Forward Declarations
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static void ImGui_ImplWin32_InitPlatformInterface();
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static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
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static void ImGui_ImplWin32_ShutdownPlatformInterface();
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static void ImGui_ImplWin32_UpdateMonitors();
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@ -153,8 +153,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
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ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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@ -1166,11 +1165,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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static void ImGui_ImplWin32_InitPlatformInterface()
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static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC)
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{
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.style = CS_HREDRAW | CS_VREDRAW | (platformHasOwnDC ? CS_OWNDC : 0);
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wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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@ -29,6 +29,48 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
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void ResetDeviceWGL();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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static void Win32_CreateWindow(ImGuiViewport* viewport)
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{
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assert(viewport->RendererUserData == NULL);
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WGL_WindowData* data = IM_NEW(WGL_WindowData);
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CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
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viewport->RendererUserData = data;
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}
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static void Win32_DestroyWindow(ImGuiViewport* viewport)
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{
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if (viewport->RendererUserData != NULL)
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{
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WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
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IM_DELETE(data);
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viewport->RendererUserData = NULL;
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}
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}
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static void Win32_RenderWindow(ImGuiViewport* viewport, void*)
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{
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WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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if (data)
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{
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// Activate the platform window DC in the OpenGL rendering context
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wglMakeCurrent(data->hDC, g_hRC);
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}
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}
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static void Win32_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
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if (data)
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{
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SwapBuffers(data->hDC);
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}
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}
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// Main code
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int main(int, char**)
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{
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@ -58,15 +100,41 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_InitForOpenGL(hwnd);
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ImGui_ImplOpenGL3_Init();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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// Store the hdc for this new window
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assert(platform_io.Renderer_CreateWindow == NULL);
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platform_io.Renderer_CreateWindow = Win32_CreateWindow;
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assert(platform_io.Renderer_DestroyWindow == NULL);
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platform_io.Renderer_DestroyWindow = Win32_DestroyWindow;
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assert(platform_io.Renderer_SwapBuffers == NULL);
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platform_io.Renderer_SwapBuffers = Win32_SwapBuffers;
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// We need to activate the context before drawing
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assert(platform_io.Platform_RenderWindow == NULL);
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platform_io.Platform_RenderWindow = Win32_RenderWindow;
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}
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -154,6 +222,15 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
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wglMakeCurrent(g_MainWindow.hDC, g_hRC);
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}
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// Present
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::SwapBuffers(g_MainWindow.hDC);
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}
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