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Add multiviewport support for SDL (#1275)
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@ -41,8 +41,10 @@
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#if __APPLE__
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#if __APPLE__
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#include <SDL_hints.h>
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#include <SDL_hints.h>
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#include <SDL_video.h>
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#else
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#else
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#include <SDL2/SDL_hints.h>
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#include <SDL2/SDL_hints.h>
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#include <SDL2/SDL_video.h>
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#endif
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#endif
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#ifdef __SWITCH__
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#ifdef __SWITCH__
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@ -337,6 +339,8 @@ namespace SohImGui {
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switch (impl.backend) {
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switch (impl.backend) {
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case Backend::DX11:
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case Backend::DX11:
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return true;
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return true;
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case Backend::SDL:
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return true;
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default:
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default:
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return false;
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return false;
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}
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}
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@ -2398,8 +2402,18 @@ namespace SohImGui {
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ImGui::Render();
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ImGui::Render();
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ImGuiRenderDrawData(ImGui::GetDrawData());
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ImGuiRenderDrawData(ImGui::GetDrawData());
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if (UseViewports()) {
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if (UseViewports()) {
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ImGui::UpdatePlatformWindows();
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if (impl.backend == Backend::SDL) {
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ImGui::RenderPlatformWindowsDefault();
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SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
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} else {
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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}
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}
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}
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}
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@ -189,6 +189,7 @@ static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen, uint32
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}
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}
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#endif
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#endif
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SDL_GL_MakeCurrent(wnd, ctx);
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SDL_GL_SetSwapInterval(1);
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SDL_GL_SetSwapInterval(1);
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SohImGui::WindowImpl window_impl;
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SohImGui::WindowImpl window_impl;
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