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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui_widgets.cpp
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@@ -20,6 +20,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
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@@ -87,12 +88,10 @@ void ImGui_ImplOpenGL2_NewFrame()
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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ImGuiIO& io = ImGui::GetIO();
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int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// We are using the OpenGL fixed pipeline to make the example code simpler to read!
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
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@@ -133,8 +132,11 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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glPushMatrix();
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glLoadIdentity();
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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ImVec2 pos = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@@ -154,7 +156,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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}
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else
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{
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ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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