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Merge branch 'master' into docking
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33 files changed

+470
-414
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.editorconfig

+6-2
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,11 @@
11
# See http://editorconfig.org to read about the EditorConfig format.
22
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
3-
# - In practice VS2019 stills gets trailing whitespaces wrong :(
4-
# - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
3+
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
4+
# - Suggest installing this to trim whitespaces:
5+
# GitHub https://github.com/madskristensen/TrailingWhitespace
6+
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
7+
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
8+
# (in spite of its name doesn't only visualize but also trims)
59
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
610

711
# top-most EditorConfig file

backends/imgui_impl_glfw.cpp

+2-2
Original file line numberDiff line numberDiff line change
@@ -715,10 +715,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
715715
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
716716
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
717717
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
718-
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
719-
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
720718
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
719+
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
721720
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
721+
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
722722
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
723723
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
724724
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);

backends/imgui_impl_metal.mm

+29-21
Original file line numberDiff line numberDiff line change
@@ -14,6 +14,8 @@
1414
// CHANGELOG
1515
// (minor and older changes stripped away, please see git history for details)
1616
// 2022-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
17+
// 2022-07-05: Metal: Add dispatch synchronization.
18+
// 2022-06-30: Metal: Use __bridge for ARC based systems.
1719
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
1820
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
1921
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
@@ -309,8 +311,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
309311
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
310312
if (bd != NULL)
311313
{
312-
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
313-
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
314+
@synchronized(bd->SharedMetalContext.bufferCache)
315+
{
316+
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
317+
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
318+
}
314319
}
315320
});
316321
}];
@@ -600,28 +605,31 @@ - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLD
600605
{
601606
uint64_t now = GetMachAbsoluteTimeInSeconds();
602607

603-
// Purge old buffers that haven't been useful for a while
604-
if (now - self.lastBufferCachePurge > 1.0)
608+
@synchronized(self.bufferCache)
605609
{
606-
NSMutableArray* survivors = [NSMutableArray array];
607-
for (MetalBuffer* candidate in self.bufferCache)
608-
if (candidate.lastReuseTime > self.lastBufferCachePurge)
609-
[survivors addObject:candidate];
610-
self.bufferCache = [survivors mutableCopy];
611-
self.lastBufferCachePurge = now;
612-
}
610+
// Purge old buffers that haven't been useful for a while
611+
if (now - self.lastBufferCachePurge > 1.0)
612+
{
613+
NSMutableArray* survivors = [NSMutableArray array];
614+
for (MetalBuffer* candidate in self.bufferCache)
615+
if (candidate.lastReuseTime > self.lastBufferCachePurge)
616+
[survivors addObject:candidate];
617+
self.bufferCache = [survivors mutableCopy];
618+
self.lastBufferCachePurge = now;
619+
}
613620

614-
// See if we have a buffer we can reuse
615-
MetalBuffer* bestCandidate = nil;
616-
for (MetalBuffer* candidate in self.bufferCache)
617-
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
618-
bestCandidate = candidate;
621+
// See if we have a buffer we can reuse
622+
MetalBuffer* bestCandidate = nil;
623+
for (MetalBuffer* candidate in self.bufferCache)
624+
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
625+
bestCandidate = candidate;
619626

620-
if (bestCandidate != nil)
621-
{
622-
[self.bufferCache removeObject:bestCandidate];
623-
bestCandidate.lastReuseTime = now;
624-
return bestCandidate;
627+
if (bestCandidate != nil)
628+
{
629+
[self.bufferCache removeObject:bestCandidate];
630+
bestCandidate.lastReuseTime = now;
631+
return bestCandidate;
632+
}
625633
}
626634

627635
// No luck; make a new buffer

backends/imgui_impl_osx.mm

+2-2
Original file line numberDiff line numberDiff line change
@@ -553,10 +553,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
553553
#if APPLE_HAS_BUTTON_OPTIONS
554554
MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
555555
#endif
556-
MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
557-
MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
558556
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
557+
MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
559558
MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
559+
MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
560560
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
561561
MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
562562
MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);

backends/imgui_impl_sdl.cpp

+2-2
Original file line numberDiff line numberDiff line change
@@ -597,10 +597,10 @@ static void ImGui_ImplSDL2_UpdateGamepads()
597597
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
598598
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
599599
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
600-
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
601-
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
602600
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
601+
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
603602
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
603+
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
604604
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
605605
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
606606
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);

backends/imgui_impl_win32.cpp

+2-2
Original file line numberDiff line numberDiff line change
@@ -344,10 +344,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
344344
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
345345
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
346346
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
347-
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
348-
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
349347
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
348+
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
350349
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
350+
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
351351
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
352352
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
353353
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);

docs/CHANGELOG.txt

+20
Original file line numberDiff line numberDiff line change
@@ -104,11 +104,31 @@ Other changes:
104104

105105
Breaking changes:
106106

107+
- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs.
108+
Basically 1.87 already obsoleted them from the backend's point of view, but internally
109+
our navigation code still used this array and enum, so they were still present.
110+
Not anymore! (#4921, #4858, #787, #1599, #323)
111+
Transition guide:
112+
- Official backends from 1.87+ -> no issue.
113+
- Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
114+
- Custom backends not writing to io.NavInputs[] -> no issue.
115+
- Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
116+
- TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
117+
That data was essentially 1.60's attempt to combine keyboard and gamepad inputs with named
118+
semantic, but the additional indirection and copy added complexity and got in the way of other
119+
incoming work. User's code (other than backends) should not be affected, unless you have custom
120+
widgets intercepting navigation events via the named enums (in which case you can upgrade your code).
121+
107122
Other Changes:
108123

109124
- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
110125
Enter keep the input active and select all text.
126+
- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
127+
- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
128+
- Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier
129+
to use the Item Picker in e.g. menus. (#2673)
111130
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
131+
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
112132
- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
113133

114134
Docking+Viewports Branch:

examples/example_allegro5/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@ int main(int, char**)
4040

4141
// Setup Dear ImGui style
4242
ImGui::StyleColorsDark();
43-
//ImGui::StyleColorsClassic();
43+
//ImGui::StyleColorsLight();
4444

4545
// Setup Platform/Renderer backends
4646
ImGui_ImplAllegro5_Init(display);

examples/example_android_opengl3/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -76,7 +76,7 @@ void init(struct android_app* app)
7676

7777
// Setup Dear ImGui style
7878
ImGui::StyleColorsDark();
79-
//ImGui::StyleColorsClassic();
79+
//ImGui::StyleColorsLight();
8080

8181
// Setup Platform/Renderer backends
8282
ImGui_ImplAndroid_Init(g_App->window);

examples/example_apple_metal/main.mm

+1-1
Original file line numberDiff line numberDiff line change
@@ -61,7 +61,7 @@ -(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullabl
6161

6262
// Setup Dear ImGui style
6363
ImGui::StyleColorsDark();
64-
//ImGui::StyleColorsClassic();
64+
//ImGui::StyleColorsLight();
6565

6666
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
6767
ImGuiStyle& style = ImGui::GetStyle();

examples/example_apple_opengl2/main.mm

+1-1
Original file line numberDiff line numberDiff line change
@@ -48,7 +48,7 @@ -(void)initialize
4848

4949
// Setup Dear ImGui style
5050
ImGui::StyleColorsDark();
51-
//ImGui::StyleColorsClassic();
51+
//ImGui::StyleColorsLight();
5252

5353
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
5454
ImGuiStyle& style = ImGui::GetStyle();

examples/example_emscripten_opengl3/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -72,7 +72,7 @@ int main(int, char**)
7272

7373
// Setup Dear ImGui style
7474
ImGui::StyleColorsDark();
75-
//ImGui::StyleColorsClassic();
75+
//ImGui::StyleColorsLight();
7676

7777
// Setup Platform/Renderer backends
7878
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);

examples/example_emscripten_wgpu/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -72,7 +72,7 @@ int main(int, char**)
7272

7373
// Setup Dear ImGui style
7474
ImGui::StyleColorsDark();
75-
//ImGui::StyleColorsClassic();
75+
//ImGui::StyleColorsLight();
7676

7777
// Setup Platform/Renderer backends
7878
ImGui_ImplGlfw_InitForOther(window, true);

examples/example_glfw_metal/main.mm

+1-1
Original file line numberDiff line numberDiff line change
@@ -34,7 +34,7 @@ int main(int, char**)
3434

3535
// Setup style
3636
ImGui::StyleColorsDark();
37-
//ImGui::StyleColorsClassic();
37+
//ImGui::StyleColorsLight();
3838

3939
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
4040
ImGuiStyle& style = ImGui::GetStyle();

examples/example_glfw_opengl2/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ int main(int, char**)
5353

5454
// Setup Dear ImGui style
5555
ImGui::StyleColorsDark();
56-
//ImGui::StyleColorsClassic();
56+
//ImGui::StyleColorsLight();
5757

5858
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
5959
ImGuiStyle& style = ImGui::GetStyle();

examples/example_glfw_opengl3/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -74,7 +74,7 @@ int main(int, char**)
7474

7575
// Setup Dear ImGui style
7676
ImGui::StyleColorsDark();
77-
//ImGui::StyleColorsClassic();
77+
//ImGui::StyleColorsLight();
7878

7979
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
8080
ImGuiStyle& style = ImGui::GetStyle();

examples/example_glfw_vulkan/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -396,7 +396,7 @@ int main(int, char**)
396396

397397
// Setup Dear ImGui style
398398
ImGui::StyleColorsDark();
399-
//ImGui::StyleColorsClassic();
399+
//ImGui::StyleColorsLight();
400400

401401
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
402402
ImGuiStyle& style = ImGui::GetStyle();

examples/example_glut_opengl2/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -123,7 +123,7 @@ int main(int argc, char** argv)
123123

124124
// Setup Dear ImGui style
125125
ImGui::StyleColorsDark();
126-
//ImGui::StyleColorsClassic();
126+
//ImGui::StyleColorsLight();
127127

128128
// Setup Platform/Renderer backends
129129
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().

examples/example_sdl_directx11/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -63,7 +63,7 @@ int main(int, char**)
6363

6464
// Setup Dear ImGui style
6565
ImGui::StyleColorsDark();
66-
//ImGui::StyleColorsClassic();
66+
//ImGui::StyleColorsLight();
6767

6868
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
6969
ImGuiStyle& style = ImGui::GetStyle();

examples/example_sdl_metal/main.mm

+1-1
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ int main(int, char**)
2525

2626
// Setup style
2727
ImGui::StyleColorsDark();
28-
//ImGui::StyleColorsClassic();
28+
//ImGui::StyleColorsLight();
2929

3030
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
3131
ImGuiStyle& style = ImGui::GetStyle();

examples/example_sdl_opengl2/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -51,7 +51,7 @@ int main(int, char**)
5151

5252
// Setup Dear ImGui style
5353
ImGui::StyleColorsDark();
54-
//ImGui::StyleColorsClassic();
54+
//ImGui::StyleColorsLight();
5555

5656
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
5757
ImGuiStyle& style = ImGui::GetStyle();

examples/example_sdl_opengl3/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -73,7 +73,7 @@ int main(int, char**)
7373

7474
// Setup Dear ImGui style
7575
ImGui::StyleColorsDark();
76-
//ImGui::StyleColorsClassic();
76+
//ImGui::StyleColorsLight();
7777

7878
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
7979
ImGuiStyle& style = ImGui::GetStyle();

examples/example_sdl_sdlrenderer/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ int main(int, char**)
5353

5454
// Setup Dear ImGui style
5555
ImGui::StyleColorsDark();
56-
//ImGui::StyleColorsClassic();
56+
//ImGui::StyleColorsLight();
5757

5858
// Setup Platform/Renderer backends
5959
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);

examples/example_sdl_vulkan/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -388,7 +388,7 @@ int main(int, char**)
388388

389389
// Setup Dear ImGui style
390390
ImGui::StyleColorsDark();
391-
//ImGui::StyleColorsClassic();
391+
//ImGui::StyleColorsLight();
392392

393393
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
394394
ImGuiStyle& style = ImGui::GetStyle();

examples/example_win32_directx10/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -55,7 +55,7 @@ int main(int, char**)
5555

5656
// Setup Dear ImGui style
5757
ImGui::StyleColorsDark();
58-
//ImGui::StyleColorsClassic();
58+
//ImGui::StyleColorsLight();
5959

6060
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
6161
ImGuiStyle& style = ImGui::GetStyle();

examples/example_win32_directx11/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -60,7 +60,7 @@ int main(int, char**)
6060

6161
// Setup Dear ImGui style
6262
ImGui::StyleColorsDark();
63-
//ImGui::StyleColorsClassic();
63+
//ImGui::StyleColorsLight();
6464

6565
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
6666
ImGuiStyle& style = ImGui::GetStyle();

examples/example_win32_directx12/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -90,7 +90,7 @@ int main(int, char**)
9090

9191
// Setup Dear ImGui style
9292
ImGui::StyleColorsDark();
93-
//ImGui::StyleColorsClassic();
93+
//ImGui::StyleColorsLight();
9494

9595
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
9696
ImGuiStyle& style = ImGui::GetStyle();

examples/example_win32_directx9/main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ int main(int, char**)
5353

5454
// Setup Dear ImGui style
5555
ImGui::StyleColorsDark();
56-
//ImGui::StyleColorsClassic();
56+
//ImGui::StyleColorsLight();
5757

5858
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
5959
ImGuiStyle& style = ImGui::GetStyle();

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