Example: SDL3+Metal: fixed missing multi-viewport support.
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@ -62,6 +62,10 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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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_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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ImGui::StyleColorsDark();
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@ -71,6 +75,15 @@ int main(int, char**)
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ImGuiStyle& style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
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style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
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io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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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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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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// Setup Platform/Renderer backends
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// Setup Platform/Renderer backends
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ImGui_ImplMetal_Init(layer.device);
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ImGui_ImplMetal_Init(layer.device);
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@ -97,7 +110,7 @@ int main(int, char**)
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// Our state
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// Our state
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bool show_demo_window = true;
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bool show_demo_window = true;
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bool show_another_window = false;
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bool show_another_window = false;
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float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f };
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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// Main loop
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bool done = false;
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bool done = false;
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@ -135,7 +148,7 @@ int main(int, char**)
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id<CAMetalDrawable> drawable = [layer nextDrawable];
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id<CAMetalDrawable> drawable = [layer nextDrawable];
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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@ -192,6 +205,13 @@ int main(int, char**)
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[renderEncoder popDebugGroup];
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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[renderEncoder endEncoding];
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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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[commandBuffer presentDrawable:drawable];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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[commandBuffer commit];
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}
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}
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