change to imgui docker version
rename to work-calendar
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@@ -395,6 +395,10 @@ 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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@@ -404,6 +408,15 @@ int main(int, char**)
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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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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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_InitForVulkan(window);
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@@ -525,17 +538,25 @@ 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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