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https://github.com/ocornut/imgui.git
synced 2024-11-14 11:07:48 +01:00
Reimplements changes from accidentally closed PR
This commit is contained in:
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24b077c7f8
commit
a91ed9a14b
@ -147,6 +147,7 @@
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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#define GLFW_HAS_TRANSPARENT_FRAMEBUFFERS (GLFW_VERSION_COMBINED >= 3300)
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// GLFW data
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enum GlfwClientApi
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@ -1089,6 +1090,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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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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glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
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#endif
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#if GLFW_HAS_TRANSPARENT_FRAMEBUFFERS
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
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#endif
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GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
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vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
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@ -135,6 +135,9 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// technically supported by openGL2, but not exposed via GL.h, may need a loader?
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// See https://registry.khronos.org/OpenGL-Refpages/gl2.1/xhtml/glBlendFuncSeparate.xml
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// https://registry.khronos.org/OpenGL/specs/gl/glspec20.pdf
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//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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@ -970,7 +970,7 @@ static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
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{
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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@ -1461,6 +1461,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
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VkSurfaceCapabilitiesKHR cap;
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err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
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check_vk_result(err);
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if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR)
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info.compositeAlpha = VK_COMPOSITE_ALPHA_POST_MULTIPLIED_BIT_KHR;
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if (info.minImageCount < cap.minImageCount)
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info.minImageCount = cap.minImageCount;
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else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
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@ -1770,7 +1772,7 @@ static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
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check_vk_result(err);
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}
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{
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
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memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
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}
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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@ -63,6 +63,7 @@ int main(int, char**)
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GL_TRUE); // Enable transparent backbuffers
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// Create window with graphics context
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
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@ -74,11 +75,13 @@ int main(int, char**)
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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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_TransparentBackbuffers; // Enable transparent backbuffer
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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@ -156,7 +159,7 @@ int main(int, char**)
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static float f = 1.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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@ -165,8 +168,10 @@ int main(int, char**)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::SliderFloat("Window Opacity", &ImGui::GetStyle().Colors[ImGuiCol_WindowBg].w, 0.0f, 1.0f); // Edit background window opacity (alpha channel)
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ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 4 floats representing an RGBA color
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clear_color.w = ImGui::GetStyle().Colors[ImGuiCol_WindowBg].w;
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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@ -398,6 +398,7 @@ int main(int, char**)
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// Create window with Vulkan context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
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if (!glfwVulkanSupported())
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{
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@ -427,10 +428,11 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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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_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_TransparentBackbuffers; // Enable transparent backbuffer support
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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@ -532,8 +534,9 @@ int main(int, char**)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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ImGui::SliderFloat("Window Opacity", &ImGui::GetStyle().Colors[ImGuiCol_WindowBg].w, 0.0f, 1.0f); // Edit background window opacity (alpha channel)
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ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 4 floats representing an RGBA color
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clear_color.w = ImGui::GetStyle().Colors[ImGuiCol_WindowBg].w;
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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File diff suppressed because it is too large
Load Diff
@ -1,9 +1,9 @@
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/*************************************************************************
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* GLFW 3.2 - www.glfw.org
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* GLFW 3.3 - www.glfw.org
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* A library for OpenGL, window and input
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*------------------------------------------------------------------------
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* Copyright (c) 2002-2006 Marcus Geelnard
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* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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* Copyright (c) 2006-2018 Camilla Löwy <elmindreda@glfw.org>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@ -45,12 +45,13 @@ extern "C" {
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* more information.
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*/
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/*! @defgroup native Native access
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* @brief Functions related to accessing native handles.
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*
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* **By using the native access functions you assert that you know what you're
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* doing and how to fix problems caused by using them. If you don't, you
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* shouldn't be using them.**
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*
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* Before the inclusion of @ref glfw3native.h, you may define exactly one
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* Before the inclusion of @ref glfw3native.h, you may define zero or more
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* window system API macro and zero or more context creation API macros.
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*
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* The chosen backends must match those the library was compiled for. Failure
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@ -61,13 +62,13 @@ extern "C" {
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* * `GLFW_EXPOSE_NATIVE_COCOA`
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* * `GLFW_EXPOSE_NATIVE_X11`
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* * `GLFW_EXPOSE_NATIVE_WAYLAND`
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* * `GLFW_EXPOSE_NATIVE_MIR`
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*
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* The available context API macros are:
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* * `GLFW_EXPOSE_NATIVE_WGL`
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* * `GLFW_EXPOSE_NATIVE_NSGL`
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* * `GLFW_EXPOSE_NATIVE_GLX`
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* * `GLFW_EXPOSE_NATIVE_EGL`
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* * `GLFW_EXPOSE_NATIVE_OSMESA`
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*
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* These macros select which of the native access functions that are declared
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* and which platform-specific headers to include. It is then up your (by
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@ -80,26 +81,27 @@ extern "C" {
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* System headers and types
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*************************************************************************/
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#if defined(GLFW_EXPOSE_NATIVE_WIN32)
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#if defined(GLFW_EXPOSE_NATIVE_WIN32) || defined(GLFW_EXPOSE_NATIVE_WGL)
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// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
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// example to allow applications to correctly declare a GL_ARB_debug_output
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// callback) but windows.h assumes no one will define APIENTRY before it does
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#undef APIENTRY
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#if defined(GLFW_APIENTRY_DEFINED)
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#undef APIENTRY
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#undef GLFW_APIENTRY_DEFINED
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#endif
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#include <windows.h>
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#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
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#include <ApplicationServices/ApplicationServices.h>
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#elif defined(GLFW_EXPOSE_NATIVE_COCOA) || defined(GLFW_EXPOSE_NATIVE_NSGL)
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#if defined(__OBJC__)
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#import <Cocoa/Cocoa.h>
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#else
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#include <ApplicationServices/ApplicationServices.h>
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typedef void* id;
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#endif
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#elif defined(GLFW_EXPOSE_NATIVE_X11)
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#elif defined(GLFW_EXPOSE_NATIVE_X11) || defined(GLFW_EXPOSE_NATIVE_GLX)
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#include <X11/Xlib.h>
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#include <X11/extensions/Xrandr.h>
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#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
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#include <wayland-client.h>
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#elif defined(GLFW_EXPOSE_NATIVE_MIR)
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#include <mir_toolkit/mir_client_library.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_WGL)
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@ -114,6 +116,9 @@ extern "C" {
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#if defined(GLFW_EXPOSE_NATIVE_EGL)
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#include <EGL/egl.h>
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
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#include <GL/osmesa.h>
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#endif
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/*************************************************************************
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@ -284,6 +289,56 @@ GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
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* @ingroup native
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*/
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GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
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/*! @brief Sets the current primary selection to the specified string.
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*
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* @param[in] string A UTF-8 encoded string.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
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* GLFW_PLATFORM_ERROR.
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*
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* @pointer_lifetime The specified string is copied before this function
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* returns.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref clipboard
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* @sa glfwGetX11SelectionString
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* @sa glfwSetClipboardString
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*
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* @since Added in version 3.3.
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*
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* @ingroup native
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*/
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GLFWAPI void glfwSetX11SelectionString(const char* string);
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/*! @brief Returns the contents of the current primary selection as a string.
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*
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* If the selection is empty or if its contents cannot be converted, `NULL`
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* is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.
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*
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* @return The contents of the selection as a UTF-8 encoded string, or `NULL`
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* if an [error](@ref error_handling) occurred.
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*
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* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
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* GLFW_PLATFORM_ERROR.
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*
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* @pointer_lifetime The returned string is allocated and freed by GLFW. You
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* should not free it yourself. It is valid until the next call to @ref
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* glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the
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* library is terminated.
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*
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* @thread_safety This function must only be called from the main thread.
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*
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* @sa @ref clipboard
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* @sa glfwSetX11SelectionString
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* @sa glfwGetClipboardString
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*
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* @since Added in version 3.3.
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*
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* @ingroup native
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*/
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GLFWAPI const char* glfwGetX11SelectionString(void);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_GLX)
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@ -360,50 +415,6 @@ GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
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GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_MIR)
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/*! @brief Returns the `MirConnection*` used by GLFW.
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*
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* @return The `MirConnection*` used by GLFW, or `NULL` if an
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* [error](@ref error_handling) occurred.
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*
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* @thread_safety This function may be called from any thread. Access is not
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* synchronized.
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*
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* @since Added in version 3.2.
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*
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* @ingroup native
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*/
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GLFWAPI MirConnection* glfwGetMirDisplay(void);
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/*! @brief Returns the Mir output ID of the specified monitor.
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*
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* @return The Mir output ID of the specified monitor, or zero if an
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* [error](@ref error_handling) occurred.
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*
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* @thread_safety This function may be called from any thread. Access is not
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* synchronized.
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*
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* @since Added in version 3.2.
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*
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* @ingroup native
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*/
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GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
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/*! @brief Returns the `MirSurface*` of the specified window.
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*
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* @return The `MirSurface*` of the specified window, or `NULL` if an
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* [error](@ref error_handling) occurred.
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*
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* @thread_safety This function may be called from any thread. Access is not
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* synchronized.
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*
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* @since Added in version 3.2.
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*
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* @ingroup native
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*/
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GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_EGL)
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/*! @brief Returns the `EGLDisplay` used by GLFW.
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*
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@ -448,6 +459,64 @@ GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
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GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
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#endif
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#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
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/*! @brief Retrieves the color buffer associated with the specified window.
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*
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* @param[in] window The window whose color buffer to retrieve.
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* @param[out] width Where to store the width of the color buffer, or `NULL`.
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* @param[out] height Where to store the height of the color buffer, or `NULL`.
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* @param[out] format Where to store the OSMesa pixel format of the color
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* buffer, or `NULL`.
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* @param[out] buffer Where to store the address of the color buffer, or
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* `NULL`.
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* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
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* [error](@ref error_handling) occurred.
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*
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* @thread_safety This function may be called from any thread. Access is not
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* synchronized.
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*
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* @since Added in version 3.3.
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*
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* @ingroup native
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*/
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GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);
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/*! @brief Retrieves the depth buffer associated with the specified window.
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*
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* @param[in] window The window whose depth buffer to retrieve.
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* @param[out] width Where to store the width of the depth buffer, or `NULL`.
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* @param[out] height Where to store the height of the depth buffer, or `NULL`.
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* @param[out] bytesPerValue Where to store the number of bytes per depth
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* buffer element, or `NULL`.
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* @param[out] buffer Where to store the address of the depth buffer, or
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* `NULL`.
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* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
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* [error](@ref error_handling) occurred.
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*
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* @thread_safety This function may be called from any thread. Access is not
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* synchronized.
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*
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* @since Added in version 3.3.
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*
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* @ingroup native
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*/
|
||||
GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);
|
||||
|
||||
/*! @brief Returns the `OSMesaContext` of the specified window.
|
||||
*
|
||||
* @return The `OSMesaContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
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@ -6663,7 +6663,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
|
||||
ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
|
||||
if (window->ViewportOwned)
|
||||
{
|
||||
bg_col |= IM_COL32_A_MASK; // No alpha
|
||||
if (!(g.IO.ConfigFlags & ImGuiConfigFlags_TransparentBackbuffers)) {
|
||||
bg_col |= IM_COL32_A_MASK; // No alpha
|
||||
}
|
||||
if (is_docking_transparent_payload)
|
||||
window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
|
||||
}
|
||||
@ -15694,7 +15696,7 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win
|
||||
// We can also tell the backend that clearing the platform window won't be necessary,
|
||||
// as our window background is filling the viewport and we have disabled BgAlpha.
|
||||
// FIXME: Work on support for per-viewport transparency (#2766)
|
||||
if (!(window_flags & ImGuiWindowFlags_NoBackground))
|
||||
if (!(window_flags & ImGuiWindowFlags_NoBackground) && !(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_TransparentBackbuffers))
|
||||
viewport_flags |= ImGuiViewportFlags_NoRendererClear;
|
||||
|
||||
window->Viewport->Flags = viewport_flags;
|
||||
|
1
imgui.h
1
imgui.h
@ -1660,6 +1660,7 @@ enum ImGuiConfigFlags_
|
||||
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
|
||||
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
|
||||
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
|
||||
ImGuiConfigFlags_TransparentBackbuffers = 1 << 16, // [BETA] Enables support for transparent backbuffers for native windows
|
||||
|
||||
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
|
||||
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
|
||||
|
@ -536,6 +536,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NoKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NoKeyboard);
|
||||
ImGui::SameLine(); HelpMarker("Instruct dear imgui to disable keyboard inputs and interactions.");
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: TransparentBackbuffers", &io.ConfigFlags, ImGuiConfigFlags_TransparentBackbuffers);
|
||||
ImGui::SameLine(); HelpMarker("Enables or disables support for transparent background buffers. Note that platform support is not guaranteed!");
|
||||
|
||||
ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
|
||||
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
|
||||
|
Loading…
Reference in New Issue
Block a user