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@@ -29,11 +29,21 @@ 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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// Setup style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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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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+ ImGuiStyle& style = ImGui::GetStyle();
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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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+
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@@ -64,7 +74,7 @@ int main(int, char**)
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id <MTLCommandQueue> commandQueue = [device newCommandQueue];
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// Setup Platform/Renderer backends
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- ImGui_ImplGlfw_InitForOpenGL(window, true);
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+ ImGui_ImplGlfw_InitForOther(window, true);
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ImGui_ImplMetal_Init(device);
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NSWindow *nswin = glfwGetCocoaWindow(window);
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@@ -152,6 +162,13 @@ int main(int, char**)
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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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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+ ImGui::UpdatePlatformWindows();
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+ ImGui::RenderPlatformWindowsDefault();
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+ }
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+
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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