Merge branch 'viewport' into docking
# Conflicts: # examples/example_allegro5/main.cpp # examples/example_win32_directx9/main.cpp
This commit is contained in:
commit
81a2546cea
@ -55,6 +55,8 @@ Breaking Changes:
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- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
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The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
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- Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various
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undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
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Other Changes:
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- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
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@ -29,14 +29,13 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// Setup Platform/Renderer bindings
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>>>>>>> viewport
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ImGui_ImplAllegro5_Init(display);
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// Setup Style
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplAllegro5_Init(display);
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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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@ -26,11 +26,9 @@
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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(void)ImGui::GetIO();
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ImGui::StyleColorsDark();
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ImGui_ImplMetal_Init(_device);
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ImGui::StyleColorsDark();
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}
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return self;
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|
@ -244,14 +244,14 @@
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplOSX_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup Style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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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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|
@ -101,15 +101,15 @@ int main(int argc, char** argv)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplFreeGLUT_Init();
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ImGui_ImplFreeGLUT_InstallFuncs();
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ImGui_ImplOpenGL2_Init();
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// Setup Style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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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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|
@ -47,14 +47,22 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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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 bindings
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||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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||||
|
||||
// Setup Style
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||||
ImGui::StyleColorsDark();
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||||
//ImGui::StyleColorsClassic();
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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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -141,9 +149,9 @@ int main(int, char**)
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||||
{
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ImGui::UpdatePlatformWindows();
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||||
ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(window);
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}
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||||
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||||
glfwMakeContextCurrent(window);
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||||
glfwSwapBuffers(window);
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}
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||||
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|
@ -93,17 +93,21 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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||||
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// Setup Platform/Renderer bindings
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||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
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||||
ImGui_ImplOpenGL3_Init(glsl_version);
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||||
|
||||
// Setup Style
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||||
// Setup Dear ImGui style
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||||
ImGui::StyleColorsDark();
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||||
//ImGui::StyleColorsClassic();
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||||
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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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style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
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style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
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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 bindings
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||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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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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@ -179,7 +183,6 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwMakeContextCurrent(window);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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@ -191,9 +194,9 @@ int main(int, char**)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(window);
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}
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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@ -361,6 +361,18 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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||||
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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 bindings
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||||
ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplVulkan_InitInfo init_info = {};
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@ -375,10 +387,6 @@ int main(int, char**)
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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||||
// Setup Style
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||||
ImGui::StyleColorsDark();
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||||
//ImGui::StyleColorsClassic();
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||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
@ -23,13 +23,13 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
|
||||
// Setup Platform/Renderer bindings
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||||
ImGui_Marmalade_Init(true);
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||||
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||||
// Setup Style
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||||
// Setup Dear ImGui style
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||||
ImGui::StyleColorsDark();
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||||
//ImGui::StyleColorsClassic();
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||||
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||||
// Setup Platform/Renderer bindings
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||||
ImGui_Marmalade_Init(true);
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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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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||||
|
@ -32,6 +32,7 @@ int main(int, char**)
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SDL_GetCurrentDisplayMode(0, ¤t);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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||||
SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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||||
// Setup Dear ImGui context
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||||
@ -44,14 +45,22 @@ int main(int, char**)
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||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
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||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup Style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -143,9 +152,9 @@ int main(int, char**)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
|
@ -56,6 +56,7 @@ int main(int, char**)
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||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
@ -84,17 +85,21 @@ int main(int, char**)
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||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Setup Style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
@ -178,7 +183,6 @@ int main(int, char**)
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
@ -189,9 +193,9 @@ int main(int, char**)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
|
@ -342,6 +342,18 @@ int main(int, char**)
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
@ -356,10 +368,6 @@ int main(int, char**)
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Setup Style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
@ -122,14 +122,22 @@ int main(int, char**)
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||
|
||||
// Setup Style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
@ -141,17 +141,21 @@ int main(int, char**)
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
|
||||
io.ConfigDockingWithShift = true;
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Setup Style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
|
@ -296,6 +296,18 @@ int main(int, char**)
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
style.WindowRounding = 0.0f;
|
||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
@ -303,10 +315,6 @@ int main(int, char**)
|
||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
// Setup Style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
@ -80,19 +80,22 @@ int main(int, char**)
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
<<<<<<< HEAD
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||
=======
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
>>>>>>> viewport
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||
|
||||
// Setup Style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
|
@ -253,39 +253,39 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
#endif
|
||||
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
int mouse_x, mouse_y;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x, &mouse_y); // NB: We don't use the x/y results from SDL_GetMouseState()
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
|
||||
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
if (focused_window)
|
||||
{
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
SDL_GetGlobalMouseState(&mx, &my);
|
||||
if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
|
||||
if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
if (focused_window == g_Window)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
{
|
||||
int window_x, window_y;
|
||||
SDL_GetWindowPosition(g_Window, &window_x, &window_y);
|
||||
io.MousePos = ImVec2((float)(mouse_x - window_x), (float)(mouse_y - window_y));
|
||||
}
|
||||
}
|
||||
|
||||
// We already retrieve global mouse position, SDL_CaptureMouse() also let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't trigger the OS window resize cursor
|
||||
// The function is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
#if SDL_HAS_CAPTURE_MOUSE
|
||||
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
|
||||
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -3895,6 +3895,7 @@ void ImGui::EndFrame()
|
||||
IM_ASSERT(viewport->Window != NULL);
|
||||
g.PlatformIO.Viewports.push_back(viewport);
|
||||
}
|
||||
g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
|
||||
|
||||
// Sort the window list so that all child windows are after their parent
|
||||
// We cannot do that on FocusWindow() because childs may not exist yet
|
||||
@ -4959,7 +4960,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
IM_ASSERT(name != NULL); // Window name required
|
||||
IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
|
||||
IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
|
||||
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
|
||||
|
||||
@ -8005,7 +8006,7 @@ void ImGui::UpdatePlatformWindows()
|
||||
}
|
||||
|
||||
// Clear request flags
|
||||
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
|
||||
viewport->ClearRequestFlags();
|
||||
}
|
||||
|
||||
// Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport.
|
||||
@ -8110,7 +8111,7 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
|
||||
viewport->PlatformHandle = NULL;
|
||||
viewport->RendererUserData = viewport->PlatformHandle = NULL;
|
||||
viewport->PlatformWindowCreated = false;
|
||||
viewport->PlatformRequestClose = viewport->PlatformRequestMove = viewport->PlatformRequestResize = false;
|
||||
viewport->ClearRequestFlags();
|
||||
}
|
||||
|
||||
void ImGui::DestroyPlatformWindows()
|
||||
|
@ -694,6 +694,7 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
|
||||
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
|
||||
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
|
||||
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
|
||||
};
|
||||
|
||||
struct ImGuiNavMoveResult
|
||||
|
Loading…
Reference in New Issue
Block a user