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Viewports, DPI: Renamed config flags. (#1542)

omar 7 ani în urmă
părinte
comite
7ddc22b326

+ 3 - 3
examples/directx10_example/main.cpp

@@ -117,8 +117,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplWin32_Init(hwnd);
@@ -209,7 +209,7 @@ int main(int, char**)
         ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
         ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 6 - 6
examples/directx11_example/main.cpp

@@ -97,7 +97,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
         PostQuitMessage(0);
         PostQuitMessage(0);
         return 0;
         return 0;
     case WM_DPICHANGED:
     case WM_DPICHANGED:
-        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableDpiScaleViewports)
+        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
         {
         {
             //const int dpi = HIWORD(wParam);
             //const int dpi = HIWORD(wParam);
             //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
             //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
@@ -133,10 +133,10 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleFonts;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
+    io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;
+    io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplWin32_Init(hwnd);
@@ -227,7 +227,7 @@ int main(int, char**)
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 2 - 2
examples/directx12_example/main.cpp

@@ -289,7 +289,7 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplWin32_Init(hwnd);
@@ -402,7 +402,7 @@ int main(int, char**)
         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 2 - 2
examples/imgui_impl_dx10.cpp

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -484,7 +484,7 @@ bool    ImGui_ImplDX10_Init(ID3D10Device* device)
     // 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.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX10_InitPlatformInterface();
         ImGui_ImplDX10_InitPlatformInterface();
     return true;
     return true;
 }
 }

+ 1 - 1
examples/imgui_impl_dx10.h

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 2 - 2
examples/imgui_impl_dx11.cpp

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -491,7 +491,7 @@ bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
     // 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.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX11_InitPlatformInterface();
         ImGui_ImplDX11_InitPlatformInterface();
     return true;
     return true;
 }
 }

+ 1 - 1
examples/imgui_impl_dx11.h

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx12.cpp

@@ -608,7 +608,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
     // FIXME-VIEWPORT: Actually unfinshed..
     // FIXME-VIEWPORT: Actually unfinshed..
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX12_InitPlatformInterface();
         ImGui_ImplDX12_InitPlatformInterface();
 
 
     return true;
     return true;

+ 2 - 2
examples/imgui_impl_glfw.cpp

@@ -4,7 +4,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -170,7 +170,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
     // Our mouse update function expect PlatformHandle to be filled for the main viewport
     // Our mouse update function expect PlatformHandle to be filled for the main viewport
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     main_viewport->PlatformHandle = (void*)g_Window;
     main_viewport->PlatformHandle = (void*)g_Window;
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplGlfw_InitPlatformInterface();
         ImGui_ImplGlfw_InitPlatformInterface();
 
 
     g_ClientApi = client_api;
     g_ClientApi = client_api;

+ 1 - 1
examples/imgui_impl_glfw.h

@@ -4,7 +4,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 2 - 2
examples/imgui_impl_opengl2.cpp

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **Prefer using the code in imgui_impl_opengl3.cpp**
 // **Prefer using the code in imgui_impl_opengl3.cpp**
@@ -51,7 +51,7 @@ bool    ImGui_ImplOpenGL2_Init()
     // 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.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplOpenGL2_InitPlatformInterface();
         ImGui_ImplOpenGL2_InitPlatformInterface();
     return true;
     return true;
 }
 }

+ 1 - 1
examples/imgui_impl_opengl2.h

@@ -3,7 +3,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **Prefer using the code in imgui_impl_opengl3.cpp**
 // **Prefer using the code in imgui_impl_opengl3.cpp**

+ 2 - 2
examples/imgui_impl_opengl3.cpp

@@ -4,7 +4,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // CHANGELOG 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
 // (minor and older changes stripped away, please see git history for details)
@@ -53,7 +53,7 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     // 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.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplOpenGL3_InitPlatformInterface();
         ImGui_ImplOpenGL3_InitPlatformInterface();
     return true;
     return true;
 }
 }

+ 1 - 1
examples/imgui_impl_opengl3.h

@@ -4,7 +4,7 @@
 
 
 // Implemented features:
 // Implemented features:
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 //  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 IMGUI_API bool  ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
 IMGUI_API bool  ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
 IMGUI_API void  ImGui_ImplOpenGL3_Shutdown();
 IMGUI_API void  ImGui_ImplOpenGL3_Shutdown();

+ 2 - 2
examples/imgui_impl_sdl2.cpp

@@ -3,7 +3,7 @@
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -178,7 +178,7 @@ bool    ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
 
 
     // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
     // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
     // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
     // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
-    if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
+    if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
         ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
         ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
 
 
     return true;
     return true;

+ 1 - 1
examples/imgui_impl_sdl2.h

@@ -3,7 +3,7 @@
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] Multi-viewport windows (when ImGuiConfigFlags_EnableViewports is enabled).
+//  [X] Multi-viewport windows (when ImGuiConfigFlags_ViewportsEnable is enabled).
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 3 - 3
examples/imgui_impl_vulkan.cpp

@@ -3,7 +3,7 @@
 
 
 // Missing features:
 // Missing features:
 //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
 //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
-//  [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS.
+//  [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
@@ -718,7 +718,7 @@ 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.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplVulkan_InitPlatformInterface();
         ImGui_ImplVulkan_InitPlatformInterface();
 
 
     return true;
     return true;
@@ -1221,7 +1221,7 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
 void ImGui_ImplVulkan_InitPlatformInterface()
 void ImGui_ImplVulkan_InitPlatformInterface()
 {
 {
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
-    if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler.");
         IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler.");
     platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
     platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
     platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
     platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;

+ 1 - 1
examples/imgui_impl_vulkan.h

@@ -3,7 +3,7 @@
 
 
 // Missing features:
 // Missing features:
 //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
 //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
-//  [ ] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). WORK-IN-PROGRESS.
+//  [ ] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled). WORK-IN-PROGRESS.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_win32.cpp

@@ -50,7 +50,7 @@ bool    ImGui_ImplWin32_Init(void* hwnd)
     g_hWnd = (HWND)hwnd;
     g_hWnd = (HWND)hwnd;
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     main_viewport->PlatformHandle = (void*)g_hWnd;
     main_viewport->PlatformHandle = (void*)g_hWnd;
-    if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplWin32_InitPlatformInterface();
         ImGui_ImplWin32_InitPlatformInterface();
 
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.

+ 3 - 3
examples/opengl2_example/main.cpp

@@ -30,8 +30,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL2_Init();
     ImGui_ImplOpenGL2_Init();
@@ -118,7 +118,7 @@ int main(int, char**)
         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 3 - 3
examples/opengl3_example/main.cpp

@@ -35,8 +35,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;   // Enable Gamepad Controls
 
 
@@ -125,7 +125,7 @@ int main(int, char**)
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
     	
     	
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 3 - 3
examples/sdl_opengl3_example/main.cpp

@@ -37,8 +37,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     ImGui_ImplSDL2_Init(window, gl_context);
     ImGui_ImplSDL2_Init(window, gl_context);
@@ -133,7 +133,7 @@ int main(int, char**)
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 3 - 3
examples/sdl_vulkan_example/main.cpp

@@ -334,8 +334,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     // Setup SDL binding
     // Setup SDL binding
@@ -470,7 +470,7 @@ int main(int, char**)
 		FrameRender(wd);
 		FrameRender(wd);
         
         
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 3 - 3
examples/vulkan_example/main.cpp

@@ -346,8 +346,8 @@ int main(int, char**)
     // Setup ImGui binding
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
-    io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarIconsForViewports;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
 
 
     // Setup GLFW binding
     // Setup GLFW binding
@@ -480,7 +480,7 @@ int main(int, char**)
 		FrameRender(wd);
 		FrameRender(wd);
 
 
         // Update and Render additional Platform Windows
         // Update and Render additional Platform Windows
-        if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
         {
             ImGui::UpdatePlatformWindows();
             ImGui::UpdatePlatformWindows();
             ImGui::RenderPlatformWindowsDefault();
             ImGui::RenderPlatformWindowsDefault();

+ 11 - 11
imgui.cpp

@@ -3291,7 +3291,7 @@ static void ImGui::NewFrameUpdateMovingWindowDropViewport(ImGuiWindow* window)
     // On release we either drop window over an existing viewport or create a new one
     // On release we either drop window over an existing viewport or create a new one
     // (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position)
     // (We convert position from one viewport space to another, which is unnecessary at the moment but allows us to have viewport overlapping in term of imgui position)
     ImGuiContext& g = *GImGui;
     ImGuiContext& g = *GImGui;
-    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
         return;
         return;
 
 
     ImRect mouse_viewport_rect = g.MousePosViewport->GetRect();
     ImRect mouse_viewport_rect = g.MousePosViewport->GetRect();
@@ -3441,7 +3441,7 @@ static void ImGui::UpdateViewports()
         if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
         if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
         {
         {
             float scale_factor = new_dpi_scale / viewport->DpiScale;
             float scale_factor = new_dpi_scale / viewport->DpiScale;
-            if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableDpiScaleViewports)
+            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
                 ScaleWindowsInViewport(viewport, scale_factor);
                 ScaleWindowsInViewport(viewport, scale_factor);
             //if (viewport == GetMainViewport())
             //if (viewport == GetMainViewport())
             //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
             //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
@@ -3457,11 +3457,11 @@ static void ImGui::UpdateViewports()
     ImGuiViewportP* main_viewport = g.Viewports[0];
     ImGuiViewportP* main_viewport = g.Viewports[0];
     IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
     IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
     ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
     ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f);
-    if ((g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if ((g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
         main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport);
         main_viewport_platform_pos = g.PlatformIO.Platform_GetWindowPos(main_viewport);
     Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
     Viewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, ImGuiViewportFlags_CanHostOtherWindows, main_viewport_platform_pos, g.IO.DisplaySize);
 
 
-    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
     {
     {
         g.MousePosViewport = g.MousePosPrevViewport = main_viewport;
         g.MousePosViewport = g.MousePosPrevViewport = main_viewport;
         return;
         return;
@@ -3527,7 +3527,7 @@ void ImGui::UpdatePlatformWindows()
     IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
     IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
     IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
     IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
     g.FrameCountPlatformEnded = g.FrameCount;
     g.FrameCountPlatformEnded = g.FrameCount;
-    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
         return;
         return;
 
 
     // Create/resize/destroy platform windows to match each active viewport. Update the user-facing list.
     // Create/resize/destroy platform windows to match each active viewport. Update the user-facing list.
@@ -3552,7 +3552,7 @@ void ImGui::UpdatePlatformWindows()
         // Update ImGuiViewportFlags_NoTaskBarIcon flag
         // Update ImGuiViewportFlags_NoTaskBarIcon flag
         if (viewport->Window != NULL)
         if (viewport->Window != NULL)
         {
         {
-            bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_NoTaskBarIconsForViewports) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
+            bool no_task_bar_icon = (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsNoTaskBarIcons) != 0 || (viewport->Window->Flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
             viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon);
             viewport->Flags = no_task_bar_icon ? (viewport->Flags | ImGuiViewportFlags_NoTaskBarIcon) : (viewport->Flags & ~ImGuiViewportFlags_NoTaskBarIcon);
         }
         }
 
 
@@ -3619,7 +3619,7 @@ void ImGui::UpdatePlatformWindows()
 //
 //
 void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
 void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
 {
 {
-    if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
         return;
         return;
 
 
     // Skip the main viewport (index 0), which is always fully handled by the application!
     // Skip the main viewport (index 0), which is always fully handled by the application!
@@ -3780,7 +3780,7 @@ void ImGui::NewFrame()
         IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
         IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
 
 
     // Perform simple checks for multi-viewport and platform windows support
     // Perform simple checks for multi-viewport and platform windows support
-    if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     {
     {
         if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
         if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
         {
         {
@@ -3795,7 +3795,7 @@ void ImGui::NewFrame()
         else
         else
         {
         {
             // Disable feature, our back-ends do not support it
             // Disable feature, our back-ends do not support it
-            g.IO.ConfigFlags &= ~ImGuiConfigFlags_EnableViewports;
+            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
         }
         }
     }
     }
 
 
@@ -6088,7 +6088,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
 
 
     // Restore main viewport if multi-viewport is not supported by the back-end
     // Restore main viewport if multi-viewport is not supported by the back-end
     ImGuiViewportP* main_viewport = g.Viewports[0];
     ImGuiViewportP* main_viewport = g.Viewports[0];
-    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports))
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
     {
     {
         window->Viewport = main_viewport;
         window->Viewport = main_viewport;
         window->ViewportId = main_viewport->ID;
         window->ViewportId = main_viewport->ID;
@@ -6475,7 +6475,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
 
         UpdateSelectWindowViewport(window);
         UpdateSelectWindowViewport(window);
         SetCurrentViewport(window->Viewport);
         SetCurrentViewport(window->Viewport);
-        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_EnableDpiScaleFonts) ? window->Viewport->DpiScale : 1.0f;
+        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
         SetCurrentWindow(window);
         SetCurrentWindow(window);
         flags = window->Flags;
         flags = window->Flags;
 
 

+ 7 - 7
imgui.h

@@ -798,10 +798,10 @@ enum ImGuiConfigFlags_
     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility.
     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility.
 
 
     // [BETA] Viewports
     // [BETA] Viewports
-    ImGuiConfigFlags_EnableViewports            = 1 << 10,  // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
-    ImGuiConfigFlags_EnableDpiScaleViewports    = 1 << 11,
-    ImGuiConfigFlags_EnableDpiScaleFonts        = 1 << 12,
-    ImGuiConfigFlags_NoTaskBarIconsForViewports = 1 << 13,
+    ImGuiConfigFlags_ViewportsEnable         = 1 << 10,  // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
+    ImGuiConfigFlags_ViewportsNoTaskBarIcons = 1 << 11,  // Disable task bars icons for all secondary viewports (will set ImGuiViewportFlags_NoTaskBarIcon on them)
+    ImGuiConfigFlags_DpiEnableScaleViewports = 1 << 12,
+    ImGuiConfigFlags_DpiEnableScaleFonts     = 1 << 13,
 
 
     // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
     // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
@@ -1875,8 +1875,8 @@ struct ImFont
 // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
 // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports) is enabled
-// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer.
+// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled
+// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~window handling), one for Renderer.
 // Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
 // Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
 // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
 // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
 // RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
 // RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
@@ -1924,7 +1924,7 @@ enum ImGuiViewportFlags_
     ImGuiViewportFlags_NoDecoration             = 1 << 0,   // Platform Window: Disable platform title bar, borders, etc.
     ImGuiViewportFlags_NoDecoration             = 1 << 0,   // Platform Window: Disable platform title bar, borders, etc.
     ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 1,   // Platform Window: Don't take focus when created.
     ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 1,   // Platform Window: Don't take focus when created.
     ImGuiViewportFlags_NoInputs                 = 1 << 2,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
     ImGuiViewportFlags_NoInputs                 = 1 << 2,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
-    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 3,   // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_NoTaskBarIconsForViewports if set)
+    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 3,   // Platform Window: Disable platform task bar icon (for popups, menus, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcons if set)
     ImGuiViewportFlags_NoRendererClear          = 1 << 4    // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
     ImGuiViewportFlags_NoRendererClear          = 1 << 4    // Platform Window: Renderer doesn't need to clear the framebuffer ahead.
 };
 };