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Merge branch 'viewport' into docking
# Conflicts: # examples/example_allegro5/main.cpp # examples/example_win32_directx9/main.cpp
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@ -93,17 +93,21 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Setup Style
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
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style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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@ -179,7 +183,6 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwMakeContextCurrent(window);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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@ -191,9 +194,9 @@ int main(int, char**)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(window);
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}
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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