Synced/merged minor cruft from master branch to minimize drift. Only meaningful change AFAIK is removing ImGuiComboFlags_PopupAlignLeft flag from the tab list combo emitted by TabBar.
// Setup orthographic projection matrix into our constant buffer
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Setup orthographic projection matrix into our constant buffer
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -611,9 +611,9 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
{
{
// Setup back-end capabilities flags
// Setup back-end capabilities flags
ImGuiIO&io=ImGui::GetIO();
ImGuiIO&io=ImGui::GetIO();
io.BackendFlags|=ImGuiBackendFlags_RendererHasViewports;// We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
io.BackendRendererName="imgui_impl_dx12";
io.BackendRendererName="imgui_impl_dx12";
io.BackendFlags|=ImGuiBackendFlags_RendererHasVtxOffset;// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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) // FIXME-VIEWPORT: Actually unfinished..
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
@ -109,7 +110,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
// glUseProgram(last_program)
// glUseProgram(last_program)
// Setup viewport, orthographic projection matrix
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
io.BackendFlags|=ImGuiBackendFlags_RendererHasViewports;// We can create multi-viewports on the Renderer side (optional)
io.BackendRendererName="imgui_impl_opengl3";
io.BackendRendererName="imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
io.BackendFlags|=ImGuiBackendFlags_RendererHasVtxOffset;// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags|=ImGuiBackendFlags_RendererHasVtxOffset;// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
#endif
io.BackendFlags|=ImGuiBackendFlags_RendererHasViewports;// We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
#if defined(IMGUI_IMPL_OPENGL_ES2)
@ -189,7 +189,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
#endif
#endif
// Setup viewport, orthographic projection matrix
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
{
floatscale[2];
floatscale[2];
scale[0]=2.0f/draw_data->DisplaySize.x;
scale[0]=2.0f/draw_data->DisplaySize.x;
@ -821,9 +821,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
{
{
// Setup back-end capabilities flags
// Setup back-end capabilities flags
ImGuiIO&io=ImGui::GetIO();
ImGuiIO&io=ImGui::GetIO();
io.BackendFlags|=ImGuiBackendFlags_RendererHasViewports;// We can create multi-viewports on the Renderer side (optional)
io.BackendRendererName="imgui_impl_vulkan";
io.BackendRendererName="imgui_impl_vulkan";
io.BackendFlags|=ImGuiBackendFlags_RendererHasVtxOffset;// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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)