update dear imgui from 1.91.8 to 1.91.9b and switch to docking branch
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@@ -345,7 +345,8 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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int main(int, char**)
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{
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// Setup SDL
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
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// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
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{
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printf("Error: SDL_Init(): %s\n", SDL_GetError());
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return -1;
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@@ -392,14 +393,27 @@ 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_ImplSDL3_InitForVulkan(window);
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ImGui_ImplVulkan_InitInfo init_info = {};
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//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
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init_info.Instance = g_Instance;
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init_info.PhysicalDevice = g_PhysicalDevice;
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init_info.Device = g_Device;
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@@ -446,6 +460,7 @@ int main(int, char**)
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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@@ -455,6 +470,8 @@ int main(int, char**)
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
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done = true;
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}
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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
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{
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SDL_Delay(10);
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@@ -516,20 +533,29 @@ 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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// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
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err = vkDeviceWaitIdle(g_Device);
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check_vk_result(err);
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ImGui_ImplVulkan_Shutdown();
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