Examples: Extend Win32/Winapi + OpenGL example for multi-viewport. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)

This commit is contained in:
Mark Jansen
2023-04-19 16:46:22 +02:00
committed by ocornut
parent 1f2b84a654
commit 4bc51c6ff4
2 changed files with 81 additions and 5 deletions

View File

@@ -29,6 +29,48 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
void ResetDeviceWGL();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
static void Win32_CreateWindow(ImGuiViewport* viewport)
{
assert(viewport->RendererUserData == NULL);
WGL_WindowData* data = IM_NEW(WGL_WindowData);
CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
viewport->RendererUserData = data;
}
static void Win32_DestroyWindow(ImGuiViewport* viewport)
{
if (viewport->RendererUserData != NULL)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
IM_DELETE(data);
viewport->RendererUserData = NULL;
}
}
static void Win32_RenderWindow(ImGuiViewport* viewport, void*)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
if (data)
{
// Activate the platform window DC in the OpenGL rendering context
wglMakeCurrent(data->hDC, g_hRC);
}
}
static void Win32_SwapBuffers(ImGuiViewport* viewport, void*)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
if (data)
{
SwapBuffers(data->hDC);
}
}
// Main code
int main(int, char**)
{
@@ -58,15 +100,41 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_InitForOpenGL(hwnd);
ImGui_ImplOpenGL3_Init();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Store the hdc for this new window
assert(platform_io.Renderer_CreateWindow == NULL);
platform_io.Renderer_CreateWindow = Win32_CreateWindow;
assert(platform_io.Renderer_DestroyWindow == NULL);
platform_io.Renderer_DestroyWindow = Win32_DestroyWindow;
assert(platform_io.Renderer_SwapBuffers == NULL);
platform_io.Renderer_SwapBuffers = Win32_SwapBuffers;
// We need to activate the context before drawing
assert(platform_io.Platform_RenderWindow == NULL);
platform_io.Platform_RenderWindow = Win32_RenderWindow;
}
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -154,6 +222,15 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
// Present
::SwapBuffers(g_MainWindow.hDC);
}