mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Viewports, DPI: Renamed config flags. (#1542)
This commit is contained in:
@ -117,8 +117,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -209,7 +209,7 @@ int main(int, char**)
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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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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@ -97,7 +97,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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PostQuitMessage(0);
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return 0;
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case WM_DPICHANGED:
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableDpiScaleViewports)
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
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{
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//const int dpi = HIWORD(wParam);
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//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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@ -133,10 +133,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleFonts;
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io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleViewports;
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io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;
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io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -227,7 +227,7 @@ int main(int, char**)
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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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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@ -289,7 +289,7 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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@ -402,7 +402,7 @@ int main(int, char**)
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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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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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -484,7 +484,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX10_InitPlatformInterface();
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return true;
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}
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -491,7 +491,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX11_InitPlatformInterface();
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return true;
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}
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -608,7 +608,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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// FIXME-VIEWPORT: Actually unfinshed..
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX12_InitPlatformInterface();
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return true;
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@ -4,7 +4,7 @@
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// Implemented features:
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// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -170,7 +170,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_Window;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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g_ClientApi = client_api;
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@ -4,7 +4,7 @@
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// Implemented features:
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// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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@ -51,7 +51,7 @@ bool ImGui_ImplOpenGL2_Init()
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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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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}
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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@ -4,7 +4,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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@ -53,7 +53,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplOpenGL3_InitPlatformInterface();
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return true;
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}
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@ -4,7 +4,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
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IMGUI_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
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@ -3,7 +3,7 @@
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -178,7 +178,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
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// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
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// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
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if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
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ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
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return true;
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@ -3,7 +3,7 @@
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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// [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
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// [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
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// 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().
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@ -3,7 +3,7 @@
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// Missing features:
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// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS.
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// [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS.
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// 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().
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@ -718,7 +718,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
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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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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplVulkan_InitPlatformInterface();
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return true;
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@ -1221,7 +1221,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
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void ImGui_ImplVulkan_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler.");
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platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
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@ -3,7 +3,7 @@
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// Missing features:
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// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS.
|
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// [ ] 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().
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||||
|
@ -50,7 +50,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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g_hWnd = (HWND)hwnd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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@ -30,8 +30,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
|
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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@ -118,7 +118,7 @@ int main(int, char**)
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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||||
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||||
// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
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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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|
@ -35,8 +35,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
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io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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||||
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@ -125,7 +125,7 @@ int main(int, char**)
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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||||
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||||
// Update and Render additional Platform Windows
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||||
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
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ImGui::UpdatePlatformWindows();
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||||
ImGui::RenderPlatformWindowsDefault();
|
||||
|
@ -37,8 +37,8 @@ int main(int, char**)
|
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// 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();
|
||||
|
@ -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();
|
||||
|
@ -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();
|
||||
|
Reference in New Issue
Block a user