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Merge branch 'viewport' into docking
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@ -4,8 +4,11 @@
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- On Windows with Visual Studio's CLI
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```
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set SDL2DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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- On Linux and similar Unixes
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@ -1,3 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set OUT_DIR=Debug
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set OUT_EXE=example_sdl_opengl2.exe
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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@ -136,6 +136,15 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui_ImplOpenGL2_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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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SwapWindow(window);
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}
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