mirror of
https://github.com/Drezil/imgui.git
synced 2025-01-18 02:56:36 +00:00
Synced/merged minor cruft from master branch to minimize drift. Only meaningful change AFAIK is removing ImGuiComboFlags_PopupAlignLeft flag from the tab list combo emitted by TabBar.
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@ -349,7 +349,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
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- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
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- examples: move ImGui::NewFrame() out of the backend _NewFrame() ?
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- viewport: make it possible to have no main/hosting viewport
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- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
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on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
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@ -268,10 +268,10 @@ bool CreateDeviceD3D(HWND hWnd)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = NUM_BACK_BUFFERS;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
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return false;
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@ -295,8 +295,8 @@ bool CreateDeviceD3D(HWND hWnd)
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{
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D3D12_COMMAND_QUEUE_DESC desc = {};
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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desc.NodeMask = 1;
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if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
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return false;
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@ -152,7 +152,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@ -494,9 +494,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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@ -154,7 +154,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->Unmap(g_pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@ -501,9 +501,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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@ -611,9 +611,9 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
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g_pd3dDevice = device;
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g_RTVFormat = rtv_format;
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@ -88,7 +88,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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{
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float L = draw_data->DisplayPos.x + 0.5f;
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@ -226,10 +226,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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g_pd3dDevice = device;
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g_pd3dDevice->AddRef();
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@ -233,12 +233,8 @@ void ImGui_ImplGlfw_Shutdown()
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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{
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ImGuiIO& io = ImGui::GetIO();
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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// Update buttons
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ImGuiIO& io = ImGui::GetIO();
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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// 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.
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@ -246,6 +242,10 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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g_MouseJustPressed[i] = false;
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}
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// Update mouse position
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const ImVec2 mouse_pos_backup = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int n = 0; n < platform_io.Viewports.Size; n++)
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{
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@ -65,8 +65,9 @@ bool ImGui_ImplOpenGL2_Init()
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_opengl2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL2_InitPlatformInterface();
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return true;
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@ -109,7 +110,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// glUseProgram(last_program)
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -130,11 +130,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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@ -189,7 +189,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#endif
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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@ -307,7 +307,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
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}
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// Setup scale and translation:
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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float scale[2];
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scale[0] = 2.0f / draw_data->DisplaySize.x;
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@ -821,9 +821,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_vulkan";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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IM_ASSERT(info->Instance != VK_NULL_HANDLE);
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IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
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@ -868,8 +868,8 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
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ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
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VkResult err = vkDeviceWaitIdle(v->Device);
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check_vk_result(err);
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ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
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g_VulkanInitInfo.MinImageCount = min_image_count;
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}
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@ -5510,7 +5510,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
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window->DC.ItemFlags = item_flags_backup;
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// Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
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// FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code..
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// FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
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const char* UNSAVED_DOCUMENT_MARKER = "*";
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const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
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const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
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@ -6009,6 +6009,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
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window->ViewportPos = window->Viewport->Pos;
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// SCROLLBAR VISIBILITY
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// Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
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if (!window->Collapsed)
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{
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@ -10254,11 +10256,11 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandl
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else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; }
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}
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static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
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static void SettingsHandlerWindow_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
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{
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// Gather data from windows that were active during this session
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// (if a window wasn't opened in this session we preserve its settings)
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ImGuiContext& g = *imgui_ctx;
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ImGuiContext& g = *ctx;
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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@ -6779,7 +6779,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
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arrow_col.w *= 0.5f;
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PushStyleColor(ImGuiCol_Text, arrow_col);
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PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
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bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_PopupAlignLeft);
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bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview);
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PopStyleColor(2);
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ImGuiTabItem* tab_to_select = NULL;
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