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Examples: Add Win32+Vulkan example: add multi-viewport support. (#8180)
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@ -340,6 +340,16 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// FIXME: This code would ideally be inside imgui_impl_win32.cpp, it would create a dependency on Vulkan headers in imgui_impl_win32.cpp
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static int ImGui_ImplWin32_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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{
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VkWin32SurfaceCreateInfoKHR createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
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createInfo.hwnd = (HWND)viewport->PlatformHandleRaw;
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createInfo.hinstance = ::GetModuleHandle(nullptr);
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return (int)vkCreateWin32SurfaceKHR((VkInstance)vk_instance, &createInfo, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
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}
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// Main code
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int main(int, char**)
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{
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@ -380,13 +390,27 @@ int main(int, char**)
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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_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
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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::StyleColorsLight();
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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 backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui::GetPlatformIO().Platform_CreateVkSurface = ImGui_ImplWin32_CreateVkSurface;
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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init_info.PhysicalDevice = g_PhysicalDevice;
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@ -486,17 +510,25 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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ImDrawData* draw_data = ImGui::GetDrawData();
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const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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if (!is_minimized)
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ImDrawData* main_draw_data = ImGui::GetDrawData();
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const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
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wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
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wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
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wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
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wd->ClearValue.color.float32[3] = clear_color.w;
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if (!main_is_minimized)
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FrameRender(wd, main_draw_data);
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
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wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
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wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
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wd->ClearValue.color.float32[3] = clear_color.w;
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FrameRender(wd, draw_data);
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FramePresent(wd);
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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// Present Main Platform Window
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if (!main_is_minimized)
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FramePresent(wd);
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}
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// Cleanup
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