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Examples: Add Win32+Vulkan example: add multi-viewport support. (#8180)

This commit is contained in:
ocornut 2025-01-06 18:10:01 +01:00
parent 9cc0bf89bd
commit 3cdf3f9411

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