Viewports, DPI: Renamed config flags. (#1542)

This commit is contained in:
omar
2018-04-10 19:21:52 +02:00
parent 0d5042f0f3
commit 7ddc22b326
26 changed files with 68 additions and 68 deletions

View File

@ -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();

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@ -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();

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@ -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();

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@ -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;
}

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@ -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().

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@ -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;
}

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@ -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().

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@ -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;

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@ -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;

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@ -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().

View File

@ -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;
}

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@ -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**

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@ -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;
}

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@ -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();

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@ -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;

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@ -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().

View File

@ -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;

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@ -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().

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@ -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.

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@ -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();

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@ -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();

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@ -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();

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@ -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();

View File

@ -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();