diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 9a516055..ea9093fa 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -117,8 +117,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); @@ -209,7 +209,7 @@ int main(int, char**) ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 54985b89..a887ea75 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -97,7 +97,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) PostQuitMessage(0); return 0; case WM_DPICHANGED: - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableDpiScaleViewports) + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) { //const int dpi = HIWORD(wParam); //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); @@ -133,10 +133,10 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleFonts; - io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; + io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; + io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); @@ -227,7 +227,7 @@ int main(int, char**) ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp index 01ba3d97..f35a0cca 100644 --- a/examples/directx12_example/main.cpp +++ b/examples/directx12_example/main.cpp @@ -289,7 +289,7 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); @@ -402,7 +402,7 @@ int main(int, char**) g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index de0ed14f..47698403 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -484,7 +484,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) // 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) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX10_InitPlatformInterface(); return true; } diff --git a/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h index 401fa1ae..3deacad5 100644 --- a/examples/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -3,7 +3,7 @@ // Implemented features: // [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 1ce2d7fb..f8971bc6 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -491,7 +491,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co // 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) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX11_InitPlatformInterface(); return true; } diff --git a/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h index 6d75b237..7444570e 100644 --- a/examples/imgui_impl_dx11.h +++ b/examples/imgui_impl_dx11.h @@ -3,7 +3,7 @@ // Implemented features: // [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. -// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index 00dfb5fa..1aa0845b 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -608,7 +608,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO // FIXME-VIEWPORT: Actually unfinshed.. ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX12_InitPlatformInterface(); return true; diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 951be7f9..0241542b 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -4,7 +4,7 @@ // Implemented features: // [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -170,7 +170,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)g_Window; - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); g_ClientApi = client_api; diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h index 4c0cc39c..4375fa60 100644 --- a/examples/imgui_impl_glfw.h +++ b/examples/imgui_impl_glfw.h @@ -4,7 +4,7 @@ // Implemented features: // [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 6fa19d5b..f4d848a8 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -3,7 +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). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable 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** @@ -51,7 +51,7 @@ 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) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL2_InitPlatformInterface(); return true; } diff --git a/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h index 12e5cd2b..cae02b8d 100644 --- a/examples/imgui_impl_opengl2.h +++ b/examples/imgui_impl_opengl2.h @@ -3,7 +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). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable 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** diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index b6410900..99012c83 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -4,7 +4,7 @@ // 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). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). // CHANGELOG // (minor and older changes stripped away, please see git history for details) @@ -53,7 +53,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // 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) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL3_InitPlatformInterface(); return true; } diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h index 5d6afde6..c90b62ba 100644 --- a/examples/imgui_impl_opengl3.h +++ b/examples/imgui_impl_opengl3.h @@ -4,7 +4,7 @@ // 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). +// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_API void ImGui_ImplOpenGL3_Shutdown(); diff --git a/examples/imgui_impl_sdl2.cpp b/examples/imgui_impl_sdl2.cpp index 35443fbf..c1e0c8ea 100644 --- a/examples/imgui_impl_sdl2.cpp +++ b/examples/imgui_impl_sdl2.cpp @@ -3,7 +3,7 @@ // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: -// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -178,7 +178,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context) // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. - if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); return true; diff --git a/examples/imgui_impl_sdl2.h b/examples/imgui_impl_sdl2.h index 171ee374..eb217a9c 100644 --- a/examples/imgui_impl_sdl2.h +++ b/examples/imgui_impl_sdl2.h @@ -3,7 +3,7 @@ // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: -// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled). +// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled). // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 0dec6e89..4824b0b1 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -3,7 +3,7 @@ // Missing features: // [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 -// [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS. +// [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). @@ -718,7 +718,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend // 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) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplVulkan_InitPlatformInterface(); return true; @@ -1221,7 +1221,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) void ImGui_ImplVulkan_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler."); platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; diff --git a/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h index 7a89d9f2..b6df0282 100644 --- a/examples/imgui_impl_vulkan.h +++ b/examples/imgui_impl_vulkan.h @@ -3,7 +3,7 @@ // Missing features: // [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 -// [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS. +// [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 75ccbb77..a6b6a1bf 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -50,7 +50,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) g_hWnd = (HWND)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)g_hWnd; - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplWin32_InitPlatformInterface(); // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index 991a4d40..2c67b0b8 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -30,8 +30,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL2_Init(); @@ -118,7 +118,7 @@ int main(int, char**) ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 485bca12..6ae71d4f 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -35,8 +35,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls @@ -125,7 +125,7 @@ int main(int, char**) ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index 37081b66..88557fe9 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -37,8 +37,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplSDL2_Init(window, gl_context); @@ -133,7 +133,7 @@ int main(int, char**) ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/sdl_vulkan_example/main.cpp b/examples/sdl_vulkan_example/main.cpp index 3c128d47..f22c1612 100644 --- a/examples/sdl_vulkan_example/main.cpp +++ b/examples/sdl_vulkan_example/main.cpp @@ -334,8 +334,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup SDL binding @@ -470,7 +470,7 @@ int main(int, char**) FrameRender(wd); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index bc1eb5d7..07efda97 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -346,8 +346,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_EnableViewports; - io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup GLFW binding @@ -480,7 +480,7 @@ int main(int, char**) FrameRender(wd); // Update and Render additional Platform Windows - if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); diff --git a/imgui.cpp b/imgui.cpp index d39976b5..73f5b003 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3291,7 +3291,7 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window) // On release we either drop window over an existing viewport or create a new one // (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position) ImGuiContext& g = *GImGui; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) return; ImRect mouse_viewport_rect = g.MousePosViewport->GetRect(); @@ -3441,7 +3441,7 @@ static void ImGui::UpdateViewports() if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { float scale_factor = new_dpi_scale / viewport->DpiScale; - if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableDpiScaleViewports) + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ScaleWindowsInViewport(viewport, scale_factor); //if (viewport == GetMainViewport()) // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); @@ -3457,11 +3457,11 @@ static void ImGui::UpdateViewports() ImGuiViewportP* main_viewport = g.Viewports[0]; IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); - if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport); Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize); - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { g.MousePosViewport = g.MousePosPrevViewport = main_viewport; return; @@ -3527,7 +3527,7 @@ void ImGui::UpdatePlatformWindows() IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) return; // Create/resize/destroy platform windows to match each active viewport. Update the user-facing list. @@ -3552,7 +3552,7 @@ void ImGui::UpdatePlatformWindows() // Update ImGuiViewportFlags_NoTaskBarIcon flag if (viewport->Window != NULL) { - bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_NoTaskBarIconsForViewports) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon); } @@ -3619,7 +3619,7 @@ void ImGui::UpdatePlatformWindows() // void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { - if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) return; // Skip the main viewport (index 0), which is always fully handled by the application! @@ -3780,7 +3780,7 @@ void ImGui::NewFrame() IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); // Perform simple checks for multi-viewport and platform windows support - if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports) + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { @@ -3795,7 +3795,7 @@ void ImGui::NewFrame() else { // Disable feature, our back-ends do not support it - g.IO.ConfigFlags &= ~ImGuiConfigFlags_EnableViewports; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; } } @@ -6088,7 +6088,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // Restore main viewport if multi-viewport is not supported by the back-end ImGuiViewportP* main_viewport = g.Viewports[0]; - if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)) + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { window->Viewport = main_viewport; window->ViewportId = main_viewport->ID; @@ -6475,7 +6475,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) UpdateSelectWindowViewport(window); SetCurrentViewport(window->Viewport); - window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_EnableDpiScaleFonts) ? window->Viewport->DpiScale : 1.0f; + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); flags = window->Flags; diff --git a/imgui.h b/imgui.h index bf010d7c..437f6d8d 100644 --- a/imgui.h +++ b/imgui.h @@ -798,10 +798,10 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. // [BETA] Viewports - ImGuiConfigFlags_EnableViewports = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends) - ImGuiConfigFlags_EnableDpiScaleViewports = 1 << 11, - ImGuiConfigFlags_EnableDpiScaleFonts = 1 << 12, - ImGuiConfigFlags_NoTaskBarIconsForViewports = 1 << 13, + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends) + ImGuiConfigFlags_ViewportsNoTaskBarIcons = 1 << 11, // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them) + ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 12, + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 13, // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. @@ -1875,8 +1875,8 @@ struct ImFont // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. //----------------------------------------------------------------------------- -// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) is enabled -// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer. +// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled +// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer. // Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions. // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. // RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers, @@ -1924,7 +1924,7 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform title bar, borders, etc. ImGuiViewportFlags_NoFocusOnAppearing = 1 << 1, // Platform Window: Don't take focus when created. ImGuiViewportFlags_NoInputs = 1 << 2, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_NoTaskBarIconsForViewports if set) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 3, // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set) ImGuiViewportFlags_NoRendererClear = 1 << 4 // Platform Window: Renderer doesn't need to clear the framebuffer ahead. };