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Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated Docking/Viewports part of Changelog (e.g. removed bits that are now already in master, clarified some added bits)
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@ -567,7 +567,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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glfwWindowHint(GLFW_VISIBLE, false);
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glfwWindowHint(GLFW_FOCUSED, false);
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#if GLFW_HAS_FOCUS_ON_SHOW
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
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#endif
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glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
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#if GLFW_HAS_WINDOW_TOPMOST
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@ -36,6 +36,7 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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DOCKING FEATURES
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(see https://github.com/ocornut/imgui/wiki/Docking for quick intro)
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- Added Docking system: [BETA] (#2109, #351)
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- Added ImGuiConfigFlags_DockingEnable flag to enable Docking.
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@ -54,7 +55,8 @@ DOCKING FEATURES
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- Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors.
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- Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes.
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MULTI-VIEWPORT FEATURES (was previously 'viewport' branch, merged into 'docking')
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MULTI-VIEWPORT FEATURES
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(see https://github.com/ocornut/imgui/wiki/Multi-Viewports for quick intro)
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Breaking Changes:
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@ -65,10 +67,6 @@ Breaking Changes:
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- Likewise io.MousePos and GetMousePos() will use OS coordinates.
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
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e.g. subtract GetWindowViewport()->Pos.
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- Render function: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields.
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To support multi-viewport, you need to use those values when creating your orthographic projection matrix.
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Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point.
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You need to subtract 'draw_data->DisplayPos' from your scissor rectangles to convert them from global coordinates to frame-buffer coordinates.
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- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
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@ -81,26 +79,24 @@ Other changes:
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- ImGuiPlatformIO::Monitors is a list of platform monitors (input from backend)
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- ImGuiPlatformIO::Viewports is a list of viewports (output from dear imgui)
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- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
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- Added GetMainViewport().
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- Added GetWindowViewport(), SetNextWindowViewport().
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- Added GetWindowDpiScale().
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- Added GetOverlayDrawList(ImGuiViewport* viewport).
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The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
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- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
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- Added UpdatePlatformWindows(), RenderPlatformWindowsDefault(), DestroyPlatformWindows() for usage in application setup.
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- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by backends.
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- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
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- Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options.
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- Added io.ConfigViewportsNoAutoMerge option.
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- Added io.ConfigViewportsNoTaskBarIcon option.
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- Added io.ConfigViewportsNoDecoration option.
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- Added io.ConfigViewportsNoDefaultParent option.
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- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
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- Added io.MouseHoveredViewport (optional _even_ for multi-viewport support, tied to ImGuiBackendFlags_HasMouseHoveredViewport flag).
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- Added ImGuiViewport structure, ImGuiViewportFlags flags.
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- Expanded ImGuiViewport structure, ImGuiViewportFlags flags.
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- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX9, DirectX10, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
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- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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- Examples: Win32: Added DPI-related helpers to access DPI features without requiring the latest Windows SDK at compile time,
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and without requiring Windows 10 at runtime.
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- Examples: Vulkan: Added various optional helpers in imgui_impl_vulkan.h (they are used for multi-viewport support)
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to make the examples main.cpp easier to read.
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-----------------------------------------------------------------------
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@ -26,8 +26,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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ImGui_ImplWin32_EnableDpiAwareness();
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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@ -26,8 +26,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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ImGui_ImplWin32_EnableDpiAwareness();
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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@ -59,10 +57,8 @@ int main(int, char**)
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//io.ConfigViewportsNoDefaultParent = true;
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//io.ConfigDockingAlwaysTabBar = true;
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//io.ConfigDockingTransparentPayload = true;
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#if 1
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io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
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io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
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#endif
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//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
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//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -24,8 +24,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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ImGui_ImplWin32_EnableDpiAwareness();
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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2
imgui.h
2
imgui.h
@ -2981,7 +2981,7 @@ struct ImGuiPlatformIO
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bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
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bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
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void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup window transparency
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void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
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void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
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void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
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void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
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