update dear imgui from 1.91.8 to 1.91.9b and switch to docking branch
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@@ -57,11 +57,23 @@ 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.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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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_ImplSDL2_InitForOpenGL(window, gl_context);
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ImGui_ImplOpenGL2_Init();
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@@ -160,6 +172,19 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
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// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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}
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SDL_GL_SwapWindow(window);
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}
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