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Merge docking into Master #2

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merged 1,192 commits into from
Oct 7, 2022
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9e4956d
Docking: added comments. added experimental TabItemFlagsOverrideSet t…
ocornut Jan 18, 2021
ebbb98d
Docking: docked window honor tab and text colors by storing them. (#2…
ocornut Jan 18, 2021
bb26751
Merge branch 'master' into docking
ocornut Jan 21, 2021
376c88a
Fixed some compile warnings with Clang on Windows (#3754)
sammyfreg Jan 26, 2021
cff8162
Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when res…
ocornut Jan 28, 2021
577e7cb
Merge branch 'master' into docking
ocornut Jan 28, 2021
84e8802
Docking: on node split, update memorized DockId for currently closed …
GamingMinds-DanielC Jan 14, 2021
22d9a61
Docking: fix gap in hit test hold when using ImGuiDockNodeFlags_Passt…
ocornut Feb 2, 2021
fa55b0c
Viewports: (breaking) removed ImGuiPlatformIO::MainViewport which is …
ocornut Feb 5, 2021
862bfc5
Viewports: Moved in own section of imgui.h ahead of merging a small p…
ocornut Feb 9, 2021
1a3af8c
Viewports: trying to treat GetMainViewport() as const. Reducing unnec…
ocornut Feb 9, 2021
73ccb7e
Viewports: (Breaking) turned GetWorkPos(), GetWorkSize() into straigh…
ocornut Feb 9, 2021
7a516a2
Merge remote-tracking branch 'origin/master' into docking
ocornut Feb 9, 2021
6f5f80a
Fix for compiling imgui_internal.h without operators + made GetWorkRe…
ocornut Feb 9, 2021
2a5eaf2
Misc tweaks - mostly toward minimizing diff in upcoming backport merg…
ocornut Feb 10, 2021
3607c42
Viewports: Fix issue inferring viewport z-order when new popups gets …
ocornut Feb 10, 2021
ee59d7a
Merge branch 'features/viewport_in_master' into docking (WIP need add…
ocornut Feb 10, 2021
04f7ea8
Viewports: Setting the new (currently dummy) flags on viewports. (#37…
ocornut Feb 10, 2021
239d098
Merge branch 'master' into docking
ocornut Feb 10, 2021
7180e9a
Remove redundant GetMainViewport decl in imgui.h (#3801, #3800)
adamkewley Feb 11, 2021
3d75f43
Docking: Made close button enable logic consistent on dockspace. When…
ocornut Feb 12, 2021
ffa863a
Merge branch 'master' into docking
ocornut Feb 18, 2021
a4e4f57
Examples: DX9-DX11: Removed half-assed DPI awareness enable. Updated …
ocornut Feb 18, 2021
3ec1418
Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213)
ocornut Feb 18, 2021
839ecce
Internals: Add a way to request window to not process any interaction…
rokups Feb 25, 2021
732cd83
Added missing IMGUI_API to internal docking-related structs. (#3850)
PathogenDavid Feb 27, 2021
b794ecc
Internals: Docking: some renaming.
ocornut Feb 25, 2021
6aee4bc
Merge branch 'master' into docking
ocornut Mar 2, 2021
80533ea
Merge branch 'master' into docking
ocornut Mar 5, 2021
705f082
Internals: rename RootWindow->RootWindowDockTree, RootWindowDockStop-…
ocornut Mar 5, 2021
d5a4d53
Viewports, Backend: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos…
ocornut Mar 5, 2021
4b9bc49
Viewports, Internals: added GetViewportPlatformMonitor() will a safet…
ocornut Mar 10, 2021
f1bf642
Merge branch 'master' into docking
ocornut Mar 11, 2021
0157502
ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer …
ocornut Mar 12, 2021
cfe83c4
Removed deprecated flag stopping compilation (#3902)
CheckmateAt7 Mar 12, 2021
2565945
Merge branch 'master' into docking
ocornut Mar 15, 2021
2231e1a
Docking: Dockspace() never draws a background. (#3924)
ocornut Mar 16, 2021
b202fa9
Docking: undocking nodes/windows covering most of the monitor max the…
ocornut Mar 16, 2021
81e0b18
Merge branch 'master' into docking
ocornut Mar 16, 2021
b17bfdd
Docking: Add support for split_outer in DockContextCalcDropPosForDock…
rokups Feb 2, 2021
085cff2
Viewports, Backends: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. …
ocornut Mar 18, 2021
ca34c81
BeginMainMenuBar(): remove expectation that we don't know menu bar he…
ocornut Mar 25, 2021
e7577d5
Merge branch 'master' into docking
ocornut Mar 25, 2021
b305953
Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4…
ocornut Mar 25, 2021
d705192
TabBar: Use mouse position instead of hardcoded +1/-1 offset when reo…
rokups Mar 22, 2021
b79b1cb
TabBar: Amend previous commit. Fix tab reordering when tab bar has sc…
ocornut Mar 25, 2021
a4adf60
Backends, Viewports: GLFW: Add a workaround for stuck keys after clos…
rokups Mar 8, 2021
5991851
Docking: DockSpace() returns its node ID + adding branch changelog.
ocornut Mar 26, 2021
0e0a783
Docking: fix undocking from tab-bar by moving mouse horizontally, bro…
ocornut Mar 30, 2021
3ed07a8
Docking: removed io.ConfigDockingWithShift option. (#2109)
ocornut Mar 30, 2021
9251eac
Docking: fix undocking from tab-bar by moving mouse horizontally, ame…
ocornut Mar 30, 2021
6ddcdbe
Merge branch 'master' into docking
ocornut Mar 31, 2021
65cd145
Fix popup positioning, broken by 84e6fe4. (#3991, #3982)
ocornut Mar 31, 2021
539de43
Docking: Fixed restoring of tab order within a dockspace or a split n…
ocornut Apr 12, 2021
e87dd0e
Docking: Fixed multiple simultaneously reappearing window from appear…
ocornut Apr 12, 2021
646c873
Docking: Fixed reappearing docked windows with no close button showin…
ocornut Apr 13, 2021
3f16a52
Docking: move NavWindow to SelectedTabId application lower to leave a…
ocornut Apr 13, 2021
e5efa01
Docking: Fix window menu button. Broken by 3f16a52 (#4043)
ocornut Apr 14, 2021
76902c4
Changelog: added docking+entries from 1.72 to 1.82 to increase their …
ocornut Apr 14, 2021
34d4bc6
Merge remote-tracking branch 'origin/master' into docking
ocornut Apr 15, 2021
33cdbe9
Merge branch 'master' into docking
ocornut Apr 19, 2021
3129080
Merge branch 'master' into docking
ocornut Apr 30, 2021
2cdfcb8
Backends: Vulkan: Fix for using IMGUI_IMPL_VULKAN_NO_PROTOTYPES (#415…
warriormaster12 May 18, 2021
86c2b60
Merge branch 'master' into docking
ocornut May 19, 2021
105d82d
Docking: Docking node tab bar honors ItemInnerSpacing.x before first …
ocornut May 20, 2021
1b435ae
Merge branch 'master' into docking
ocornut May 24, 2021
1ad1429
Merge branch 'master' into docking
ocornut May 25, 2021
91704b7
Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked wi…
ocornut May 31, 2021
fa1f540
Docking: Amend 91704b7, window->DockXXX booleans not properly cleared…
ocornut Jun 3, 2021
f03ab2a
Docking: Fix IsWindowAppearing() unnecessarily returning true twice i…
ocornut Jun 3, 2021
5e528d9
Docking: Clicking on the right-most close button of a docking node cl…
ocornut Jun 3, 2021
f53db35
Docking: comments (#4189)
ocornut Jun 4, 2021
16abfa5
Merge branch 'master' into docking
ocornut Jun 4, 2021
a44d4da
Merge branch 'master' into docking
ocornut Jun 8, 2021
865b2ca
Added PushDisabled(), PopDisabled() currently only exposed in imgui_i…
ocornut Jun 9, 2021
4161a67
ImVector: added clear_delete(), clear_destruct() helpers.
ocornut Jun 9, 2021
db0338a
Nav, Drag and Drop, Docking: fixed two issues leading nav result to c…
ocornut Jun 9, 2021
90deb09
Backends, Viewports: Vulkan: Fix the use of the incorrect fence in wa…
FunMiles Jun 8, 2021
9b417b2
Metrics: Tentative fix for bad printf format.
ocornut Jun 14, 2021
afabb2f
Viewport: extracted code out of Begin() into WindowSyncOwnedViewport(…
ocornut Jun 17, 2021
cce307a
Viewports: Fix popup/tooltip created without a parent window from bei…
ocornut Jun 17, 2021
ac35b4b
Merge branch 'master' into docking
ocornut Jun 24, 2021
6824473
Merge branch 'features/backends_context' into docking
ocornut Jun 29, 2021
0f7eb00
Backends: amends to 1db1066 + merge minor bits from docking incl SetA…
ocornut Jun 29, 2021
36a0d10
Backends: Viewports: renamed viewport storage structures ImGuiViewpor…
ocornut Jun 29, 2021
0a8ab75
Docking: removed DockNodeFlagsOverrideClear flags from ImGuiWindowCla…
ocornut Jul 5, 2021
6136b38
Docking: Reworked node flags saving/inheritance... (#4292, #3834, #36…
ocornut Jul 5, 2021
9e8e5ac
Docking: Added ImGuiDockNodeFlags_NoDockingOverEmpty. Breaking defini…
ocornut Jul 5, 2021
cd4cc9f
Docking: Fixed crash issues using DockBuilderRemoveNode() in some sit…
ocornut Jul 7, 2021
eb6f4b1
Docking: Fix crash when a dock node gets re-qualified as dockspace>fl…
ocornut Jul 7, 2021
a11f368
Merge branch 'master' into docking
ocornut Jul 9, 2021
3d5dc0d
Added missing IMGUI_API to GetViewportPlatformMonitor. (#4309)
PathogenDavid Jul 11, 2021
7bfc379
Merge branch 'master' into docking
ocornut Jul 19, 2021
f9b5168
Merge branch 'master' into docking
ocornut Aug 2, 2021
80b5fb5
Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focuse…
ocornut Aug 2, 2021
0b06c4b
Merge branch 'master' into docking (will need further for io.AddFocus…
ocornut Aug 19, 2021
9c3359e
IO: modify io.AddFocusEvent() to tolerate in/out for multi-viewports.…
ocornut Aug 19, 2021
5a7d18a
Merge branch 'master' into docking
ocornut Aug 20, 2021
2e01952
Fix BeginDisabled(false), (#211, #4452)
ocornut Aug 20, 2021
47fb332
Fix BeginDisabled(false), again, (#211, #4452, #4453) Version 1.84.1
ocornut Aug 20, 2021
6bd447c
Backends: GLFW: Fixed unused variable warning for empty assert macro.…
ocornut Aug 22, 2021
58f5092
Docking: fixed settings load issue when mouse wheeling. (#4310)
ocornut Aug 24, 2021
0eb45a0
Docking: fix 58f5092 (#4310)
ocornut Aug 27, 2021
dedb381
Merge branch 'master' into docking
ocornut Aug 30, 2021
5358909
Docking: warning fix for when IM_ASSERT() is empty
ocornut Aug 30, 2021
fa9fc05
Merge branch 'master' into docking
ocornut Sep 7, 2021
40caab4
Fixed bad merge of Changelog in docking branch
ocornut Sep 7, 2021
cfb8372
Internals: refactored IsWindowHovered()/IsWindowFocused() to make the…
ocornut Sep 8, 2021
6b1e094
Fixed _ChildWindows from leaking docking hierarchy. Added ImGuiFocuse…
ocornut Sep 8, 2021
9a49c1d
Viewports: fixed unnecessary creation of temporary viewports when mul…
ocornut Sep 9, 2021
6b77668
Viewports: Fixed a crash while a window owning its viewport disappear…
ocornut Sep 9, 2021
79d39b1
Viewports: fix window with viewport ini data immediately merged into …
ocornut Sep 10, 2021
92a39f7
Fixed IsWindowFocused/IsWindowHovered with _ChildWindows for not foll…
ocornut Sep 11, 2021
5d95e7e
Viewports: extracted DestroyViewport() out of UpdateViewportsNewFrame…
ocornut Sep 11, 2021
8dfb522
Docking: bits.
ocornut Sep 13, 2021
29828d0
Docking: floating node with a central node hides properly when nothin…
ocornut Sep 14, 2021
e7cc534
Docking: Improved resizing system so that non-central zone are better…
ocornut Sep 14, 2021
c58fb46
Merge branch 'master' into docking
ocornut Sep 14, 2021
fa0a314
Nav: Fixed an issue with losing focus on docked windows when pressing…
ocornut Sep 21, 2021
ca097c2
Docking: Fixed IsItemHovered() and functions depending on it (e.g. Be…
ocornut Sep 22, 2021
65ad63d
Added ImGuiFocusedFlags_NoPopupHierarchy and ImGuiHoveredFlags_NoPopu…
ocornut Sep 24, 2021
835a534
Merge branch 'master' into docking
ocornut Sep 24, 2021
1780579
Merge branch 'master' into docking
ocornut Oct 6, 2021
1b215ec
Merge branch 'master' into docking
ocornut Oct 11, 2021
2965327
Docking: reinstate io.ConfigDockingWithShift option. (#4643)
ocornut Oct 13, 2021
9b59455
Merge branch 'master' into docking
ocornut Oct 15, 2021
05877c1
Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due …
ocornut Oct 15, 2021
bac748f
Backends: Made it possible to shutdown default Platform Backends befo…
ocornut Oct 15, 2021
0b4edf4
Merge branch 'master' into docking
ocornut Nov 3, 2021
c1d2793
Merge branch 'master' into docking
ocornut Nov 4, 2021
b17dfff
Merge branch 'master' into docking
ocornut Nov 4, 2021
dc8c361
Merge branch 'master' into docking
ocornut Nov 10, 2021
2080d12
Viewports: Made it possible to explicitly assign ImGuiWindowClass::Pa…
ocornut Nov 16, 2021
b50b22d
Fixed tooltip in own viewport over modal from being incorrectly dimme…
ocornut Nov 16, 2021
7f38773
Fixed crash on right-click without modal, introduced by previous comm…
ocornut Nov 17, 2021
ea83d04
Viewports: fix missing default per-window value for ParentViewportId …
ocornut Nov 24, 2021
719d931
Docking: Fixed a bug undocking windows docked into a non-visible or _…
ocornut Nov 24, 2021
5f5ba8e
Docking: Fix typo (had no side effect) (#4778)
sivu Dec 1, 2021
1ab3007
Viewports: Fixed CTRL+TAB highlight outline on docked windows not alw…
ocornut Dec 1, 2021
848d21b
Merge branch 'master' into docking
ocornut Dec 1, 2021
6afcfe3
Docking: Fixed incorrectly rounded tab bars for dock node that are no…
ocornut Dec 1, 2021
8733ca4
Docking: Fixed single-frame node pos/size inconsistencies when window…
ocornut Dec 2, 2021
bf80204
Docking: internals: extracted rounding corner calculation into reusab…
ocornut Dec 2, 2021
b16f738
Docking: docked windows honor ImGuiCol_WindowBg. Host window in charg…
ocornut Dec 2, 2021
c122c0e
Docking: Amend b16f738 fixed dimming of docked window + removed thin …
ocornut Dec 3, 2021
1dc3af3
Nav, Docking: reworked modal/ctrl+tab dimming system to be entirely p…
ocornut Dec 3, 2021
06e4f4e
Merge branch 'master' into docking
ocornut Dec 3, 2021
c1b70e0
Merge branch 'master' into docking
ocornut Dec 6, 2021
fc198fe
Nav, Docking: Fix dimming on docked windows.
ocornut Dec 6, 2021
0647cf4
Nav, Docking: Fix crash on dimming docked window and DockSpaceOverVie…
ocornut Dec 8, 2021
e31d116
Merge branch 'master' into docking
ocornut Dec 9, 2021
f605351
Added an assertion for the common user mistake of using "" as an iden…
ocornut Dec 9, 2021
747f7fd
Docking: prevent docking any window created above a popup/modal. (#4317)
ocornut Dec 9, 2021
cd36acc
Merge branch 'master' into docking
ocornut Dec 15, 2021
248ed1b
Internals: UpdateWindowInFocusOrderList: amend a528398 to fix docking…
ocornut Dec 15, 2021
06d5f92
Internals: reduced side-effects of setting window->HiddenFramesForRen…
ocornut Dec 15, 2021
15b4a06
Merge branch 'master' into docking
ocornut Dec 22, 2021
2aa9959
Merge branch 'master' into docking
ocornut Dec 30, 2021
9c8f288
Viewports: Fixed a CTRL+TAB crash with viewports enabled (#4023, #787…
ocornut Dec 30, 2021
afb1180
Merge branch 'master' into docking
ocornut Jan 3, 2022
704ab11
Merge branch 'master' into docking. Remove Platform_SetImeInputPos. R…
ocornut Jan 5, 2022
8554c4c
Update .gitignore
DnA-IntRicate Jan 9, 2022
ef681e7
Merge branch 'master' into docking
ocornut Jan 10, 2022
9ce0f35
Backends: OSX: Fixed typo.
ocornut Jan 10, 2022
acfc779
Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backen…
ocornut Jan 10, 2022
0647ba3
Merge branch 'master' into docking
ocornut Jan 13, 2022
e51a0a8
IO: fix SetKeyEventNativeData() not handling ImGuiKey_None the same w…
ocornut Jan 13, 2022
ec1e57e
Merge "Backends: SDL: Fix for Emscriptem. Amend 98ce013." + Fix bad m…
ocornut Jan 13, 2022
8567a4c
Merge branch 'master' into docking
ocornut Jan 17, 2022
007a427
Viewports: Fixed active InputText() from preventing viewports to merg…
ocornut Jan 18, 2022
1338eb3
Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_Has…
ocornut Jan 18, 2022
e278277
IO: added AddMouseViewportEvent() + used in backends.
ocornut Jan 18, 2022
3e0d6ec
Merge branch 'master' into docking
ocornut Jan 21, 2022
f1a0731
Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window…
ocornut Jan 25, 2022
d5f0d45
Merge branch 'master' into docking + remove two _PopUnusedDrawCmd() f…
ocornut Jan 27, 2022
27004ac
Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
ocornut Jan 28, 2022
08350e5
Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewpo…
ocornut Jan 31, 2022
d378e40
Merge branch 'master' into docking
ocornut Feb 1, 2022
c1ab3c4
Docking: Fixed size constraints not working on single window holding …
ocornut Feb 2, 2022
8eb8689
Docking: Tabs use their own identifier (in order to make window->ID r…
ocornut Feb 2, 2022
37958ca
Docking: Fixed CTRL+TAB back into a docked window not selecting menu …
ocornut Feb 2, 2022
5017602
Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works un…
ocornut Feb 3, 2022
31762a8
Docking: fixed potential crash if a passthrough dock node is submitte…
ocornut Feb 3, 2022
0335387
Merge branch 'master' into docking
ocornut Feb 7, 2022
1ee2527
Merge branch 'master' into docking
ocornut Feb 7, 2022
aa86800
Internals: rework RenderMouseCursor() signature so we can use it in d…
ocornut Feb 8, 2022
1e14cc5
Viewports: Fixed main viewport size not matching ImDrawData::DisplayS…
ocornut Feb 10, 2022
9948535
Merge branch 'master' into docking
ocornut Feb 17, 2022
7b0d58c
Merge branch 'master' into docking
ocornut Feb 22, 2022
64519c6
Docking: Fixed floating docked nodes not being clamped into viewport …
ocornut Feb 22, 2022
8639a2f
Viewports: Fixed translating a host viewport from briefly altering th…
ocornut Feb 25, 2022
f337378
Backends: SDL: Fix multi-viewport dragging issue with SDL on some sys…
rokups Feb 25, 2022
9b0c26b
Backends: SDL: Fix more dragging issues. SDL_CaptureMouse() is essent…
ocornut Mar 22, 2022
377b864
Merge branch 'master' into docking
ocornut Mar 23, 2022
505f19e
Merge branch 'master' into docking
ocornut Apr 5, 2022
8dd5425
Merge branch 'master' into docking
ocornut Apr 22, 2022
ec48681
Windows: Fixed first-time windows appearing in negative coordinates. …
DimaKoltun Apr 22, 2022
414165d
Merge branch 'master' into docking
ocornut May 3, 2022
6868d11
Backends: OSX, Metal: Added multi-viewports support. (#4821, #2778)
stuartcarnie May 3, 2022
d666a1d
Backends: OSX, Metal: Amend d111133, tidying up, remove unused, misc …
ocornut May 3, 2022
693b4c5
Backends: OSX: Implement ImGui_ImplOSX_ShowWindow(). (#5299)
ocornut May 9, 2022
2fa60be
Examples: Apple+OpenGL: Fix build.
ocornut May 9, 2022
6b5a242
Merge branch 'master' into docking
ocornut May 17, 2022
3605521
Docking: Fixed moving window being interrupted when undocing a window…
rokups May 19, 2022
250333d
Docking: Fix unhiding tab bar regression. (#5325, #5181)
rokups May 19, 2022
7b5a8e4
Merge branch 'master' into docking (wanted for #4468, #3381, #2981, #…
ocornut May 30, 2022
4789c7e
Misc: Fix custom assertion macro failing to compile imgui.cpp (#5378)
WSSDude Jun 5, 2022
e900ca3
Merge branch 'master' into docking
ocornut Jun 10, 2022
24dfebf
Docking: Fixed incorrect focus highlight on docking node when focusin…
ocornut Jun 13, 2022
e135cdb
Merge branch 'master' into docking + update for IMGUI_DEBUG_LOG calls.
ocornut Jun 15, 2022
101aec9
Backends: SDL+GLFW, Examples: SDL+Metal, GLFW+Metal: Fix viewport sup…
rokups Jun 16, 2022
5067173
Docking, Modal: Fixed a crash when opening popup from a parent which …
ocornut Jun 16, 2022
9764adc
Docking: Amend 24dfebf. Fixed incorrect focus highlight on docking no…
ocornut Jun 17, 2022
9cd9c2e
Merge branch 'master' into docking
ocornut Jun 21, 2022
58eb40d
Backends: GLFW: Fixed leftover static variable preventing from changi…
rtoumazet Jun 29, 2022
5d0deeb
Merge branch 'master' into docking
ocornut Jun 30, 2022
ad5aa54
Backends, Viewport: Metal: Pull format from shared context. (#5403, #…
stack Jun 30, 2022
21fc57f
Merge branch 'master' into docking
ocornut Jul 8, 2022
77637fd
Docking, Nav: Fixed using gamepad/keyboard navigation not being able …
ocornut Jul 12, 2022
cb8ead1
Docking: Fix docked window contents not rendering when switching with…
rokups Jul 12, 2022
28a123c
Internals: Docking: make DockContextFindNodeByID() more visible (inst…
ocornut Aug 3, 2022
e21f462
Merge branch 'master' into docking
ocornut Aug 3, 2022
0abe7d1
Docking: Fixed splitting/docking into a node that has buttons amended…
ocornut Aug 3, 2022
b12e056
Docking: Fixed amending into an existing tab bar from rendering invis…
ocornut Aug 3, 2022
f573ebf
Docking+Viewports: Fix undocking window node causing parent viewport …
rokups Jul 26, 2022
e9f50fb
Merge branch 'master' into docking
ocornut Aug 3, 2022
ff1567e
Docking: Simplify logic of moving tabs between nodes. Amends 0abe7d. …
rokups Aug 5, 2022
8cbd391
Docking: Add source dock node parameter DockContextCalcDropPosForDock…
rokups Aug 8, 2022
b78738f
Internals: Docking: rename HoveredDockNode to DebugHoveredDockNode to…
ocornut Aug 22, 2022
db798fd
Merge branch 'master' into docking
ocornut Aug 23, 2022
71a0701
Nav: Fixed regression in e99c4fc preventing CTR+Tab to work without N…
ocornut Aug 24, 2022
bc2002a
Merge branch 'master' into docking
ocornut Sep 1, 2022
aceab9a
Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent …
ocornut Aug 5, 2022
caf4b7f
Backends: SDL: Fixed building backend under non-OSX Apple targets (e.…
ocornut Sep 9, 2022
64b88da
Merge branch 'master' into docking
ocornut Sep 9, 2022
3af9ac3
Merge branch 'master' into docking
ocornut Sep 16, 2022
1dc7d0e
Merge branch 'master' into docking
ocornut Sep 26, 2022
6fd2ee9
Merge branch 'master' into docking
ocornut Sep 26, 2022
8f43487
Docking: Fixed incorrect focus highlight on docking node when focusin…
ocornut Sep 26, 2022
11f5be0
Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (#4…
ocornut Sep 14, 2022
53888f4
Merge branch 'ocornut:docking' into docking
DnA-IntRicate Sep 28, 2022
cc62008
Update imgui_impl_vulkan.h to match martty/imgui
DnA-IntRicate Sep 28, 2022
d95ce46
Update imgui_impl_vulkan.cpp to match martty/imgui
DnA-IntRicate Sep 28, 2022
d91211f
Merge branch 'master' into docking
ocornut Sep 29, 2022
69beaa1
Viewports: Fix AddMouseViewportEvent() to honor AppAcceptingEvents, f…
ocornut Sep 29, 2022
fb0b9c7
Docking: Fixed missing highlight when using dock node host window bor…
ocornut Oct 3, 2022
cb04326
Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windo…
ocornut Oct 4, 2022
d4dfec3
Fix for Vulkan validation layer warnings
DnA-IntRicate Oct 5, 2022
f80bf11
Merge branch 'ocornut:docking' into docking
DnA-IntRicate Oct 7, 2022
66fcd2b
Merge branch 'master' into docking
DnA-IntRicate Oct 7, 2022
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3 changes: 3 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,9 @@ ipch
*.suo
*.VC.db
*.VC.VC.opendb
*.vcxproj
*.filters
*.user

## Commonly used CMake directories
/build*/
Expand Down
138 changes: 136 additions & 2 deletions backends/imgui_impl_dx10.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)

// Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
Expand All @@ -12,6 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
Expand Down Expand Up @@ -74,6 +76,10 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}

// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();

// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
Expand Down Expand Up @@ -536,6 +542,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)

// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
Expand All @@ -552,6 +559,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();

if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX10_InitPlatformInterface();
return true;
}

Expand All @@ -561,6 +570,7 @@ void ImGui_ImplDX10_Shutdown()
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();

ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
Expand All @@ -577,3 +587,127 @@ void ImGui_ImplDX10_NewFrame()
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}

//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------

// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;

ImGui_ImplDX10_ViewportData() { SwapChain = NULL; RTView = NULL; }
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
};

static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
viewport->RendererUserData = vd;

// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;

IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);

// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}

static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = NULL;
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}

static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = NULL;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = NULL;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}

static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}

static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}

void ImGui_ImplDX10_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}

void ImGui_ImplDX10_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

5 changes: 3 additions & 2 deletions backends/imgui_impl_dx10.h
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)

// Implemented features:
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
Expand Down
136 changes: 135 additions & 1 deletion backends/imgui_impl_dx11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
Expand All @@ -12,6 +13,7 @@

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
Expand Down Expand Up @@ -75,6 +77,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}

// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();

// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
Expand Down Expand Up @@ -548,6 +554,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)

// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
Expand All @@ -567,6 +574,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();

if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX11_InitPlatformInterface();

return true;
}

Expand All @@ -576,6 +586,7 @@ void ImGui_ImplDX11_Shutdown()
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();

ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
Expand All @@ -593,3 +604,126 @@ void ImGui_ImplDX11_NewFrame()
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}

//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------

// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;

ImGui_ImplDX11_ViewportData() { SwapChain = NULL; RTView = NULL; }
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
};

static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;

// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;

IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);

// Create the render target
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}

static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = NULL;
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}

static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = NULL;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = NULL;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}

static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}

static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}

static void ImGui_ImplDX11_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
}

static void ImGui_ImplDX11_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
3 changes: 2 additions & 1 deletion backends/imgui_impl_dx11.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
Expand Down
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