mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
Merge branch 'master' into viewport + added style tweak block when viewports are enabled
# Conflicts: # examples/example_glfw_opengl3/main.cpp # examples/example_sdl_opengl3/main.cpp # examples/example_win32_directx11/main.cpp
This commit is contained in:
commit
ee5560a958
@ -37,6 +37,8 @@ Breaking Changes:
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- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
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- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
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The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
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The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
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- Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various
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undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
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Other Changes:
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Other Changes:
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- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
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- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
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@ -28,13 +28,13 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Platform/Renderer bindings
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// Setup Dear ImGui style
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ImGui_ImplAllegro5_Init(display);
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// Setup Style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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ImGui_ImplAllegro5_Init(display);
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// Load Fonts
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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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// - 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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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -26,11 +26,9 @@
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IMGUI_CHECKVERSION();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::CreateContext();
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(void)ImGui::GetIO();
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ImGui::StyleColorsDark();
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ImGui_ImplMetal_Init(_device);
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ImGui_ImplMetal_Init(_device);
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ImGui::StyleColorsDark();
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}
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}
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return self;
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return self;
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@ -243,14 +243,14 @@
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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// Setup Platform/Renderer bindings
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ImGui_ImplOSX_Init();
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ImGui_ImplOSX_Init();
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup Style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Load Fonts
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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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// - 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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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -100,15 +100,15 @@ int main(int argc, char** argv)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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// Setup Platform/Renderer bindings
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ImGui_ImplFreeGLUT_Init();
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ImGui_ImplFreeGLUT_Init();
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ImGui_ImplFreeGLUT_InstallFuncs();
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ImGui_ImplFreeGLUT_InstallFuncs();
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup Style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Load Fonts
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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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// - 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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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -46,14 +46,22 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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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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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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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL2_Init();
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ImGui_ImplOpenGL2_Init();
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// Setup Style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Load Fonts
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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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// - 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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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -92,17 +92,21 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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||||||
// Setup Platform/Renderer bindings
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// Setup Dear ImGui style
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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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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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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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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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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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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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{
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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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// 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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// - 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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@ -360,6 +360,18 @@ int main(int, char**)
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
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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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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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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplVulkan_InitInfo init_info = {};
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ImGui_ImplVulkan_InitInfo init_info = {};
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@ -374,10 +386,6 @@ int main(int, char**)
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init_info.CheckVkResultFn = check_vk_result;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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// Setup Style
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ImGui::StyleColorsDark();
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||||||
//ImGui::StyleColorsClassic();
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||||||
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|
||||||
// Load Fonts
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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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -22,13 +22,13 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Dear ImGui style
|
||||||
ImGui_Marmalade_Init(true);
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|
||||||
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|
||||||
// Setup Style
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|
||||||
ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
|
||||||
//ImGui::StyleColorsClassic();
|
//ImGui::StyleColorsClassic();
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||||||
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|
||||||
|
// Setup Platform/Renderer bindings
|
||||||
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ImGui_Marmalade_Init(true);
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// Load Fonts
|
// 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -44,14 +44,22 @@ int main(int, char**)
|
|||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||||
ImGui_ImplOpenGL2_Init();
|
ImGui_ImplOpenGL2_Init();
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
//ImGui::StyleColorsClassic();
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -84,17 +84,21 @@ int main(int, char**)
|
|||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Dear ImGui style
|
||||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
|
||||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
ImGui::StyleColorsDark();
|
||||||
//ImGui::StyleColorsClassic();
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup Platform/Renderer bindings
|
||||||
|
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||||
|
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
|
@ -341,6 +341,18 @@ int main(int, char**)
|
|||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplSDL2_InitForVulkan(window);
|
ImGui_ImplSDL2_InitForVulkan(window);
|
||||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||||
@ -355,10 +367,6 @@ int main(int, char**)
|
|||||||
init_info.CheckVkResultFn = check_vk_result;
|
init_info.CheckVkResultFn = check_vk_result;
|
||||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
//ImGui::StyleColorsClassic();
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -121,14 +121,22 @@ int main(int, char**)
|
|||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplWin32_Init(hwnd);
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
//ImGui::StyleColorsClassic();
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -140,17 +140,21 @@ int main(int, char**)
|
|||||||
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
|
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
|
||||||
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
|
io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Dear ImGui style
|
||||||
ImGui_ImplWin32_Init(hwnd);
|
|
||||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
ImGui::StyleColorsDark();
|
||||||
//ImGui::StyleColorsClassic();
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
ImGuiStyle& style = ImGui::GetStyle();
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
style.WindowRounding = 0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
style.Colors[ImGuiCol_WindowBg].w = 1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup Platform/Renderer bindings
|
||||||
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
|
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
|
@ -295,6 +295,18 @@ int main(int, char**)
|
|||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
||||||
|
|
||||||
|
// Setup Dear ImGui style
|
||||||
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
|
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
|
||||||
|
ImGuiStyle& style = ImGui::GetStyle();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||||
|
{
|
||||||
|
style.WindowRounding = 0.0f;
|
||||||
|
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplWin32_Init(hwnd);
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||||
@ -302,10 +314,6 @@ int main(int, char**)
|
|||||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
//ImGui::StyleColorsClassic();
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -80,18 +80,15 @@ int main(int, char**)
|
|||||||
ImGui::CreateContext();
|
ImGui::CreateContext();
|
||||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
|
// Setup Dear ImGui style
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
|
ImGui::StyleColorsDark();
|
||||||
|
//ImGui::StyleColorsClassic();
|
||||||
|
|
||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplWin32_Init(hwnd);
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||||
|
|
||||||
// Setup Style
|
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
//ImGui::StyleColorsClassic();
|
|
||||||
|
|
||||||
// Load Fonts
|
// Load Fonts
|
||||||
// - 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.
|
// - 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.
|
||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||||
|
@ -4848,7 +4848,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
const ImGuiStyle& style = g.Style;
|
const ImGuiStyle& style = g.Style;
|
||||||
IM_ASSERT(name != NULL); // Window name required
|
IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
|
||||||
IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
|
IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
|
||||||
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
|
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user