mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-21 07:16:34 +00:00
Examples: OpenGL2: Added multi-viewport support in the OpenGL2 back-end. (#1542) + Metrics: Fix undisplayed flag.
This commit is contained in:
parent
172570acae
commit
42ad3c1dd3
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@ -14,6 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2017-09-01: OpenGL: Save and restore current polygon mode.
|
||||
@ -39,14 +41,24 @@
|
||||
// OpenGL Data
|
||||
static GLuint g_FontTexture = 0;
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
|
||||
ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
@ -197,3 +209,29 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Platform Interface (Optional, for multi-viewport support)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
{
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
|
@ -30,6 +30,8 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
@ -114,6 +116,12 @@ int main(int, char**)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled)
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindows(NULL, NULL);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
@ -14066,7 +14066,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::BulletText("Pos: (%.0f,%.0f), PlatformPos: (%.0f,%.0f)", viewport->Pos.x, viewport->Pos.y, viewport->PlatformPos.x, viewport->PlatformPos.y);
|
||||
if (i > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset")) viewport->PlatformPos = ImVec2(0, 0); }
|
||||
ImGui::BulletText("DpiScale: %.0f%%", viewport->DpiScale * 100.0f);
|
||||
ImGui::BulletText("Flags: 0x%04X =%s%s%s%s", viewport->Flags,
|
||||
ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s", viewport->Flags,
|
||||
(flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
|
||||
(flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
|
||||
(flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "");
|
||||
|
Loading…
Reference in New Issue
Block a user