Implemented interface scaling.
This commit is contained in:
@@ -1,18 +0,0 @@
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[Window][Debug##Default]
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Pos=60,60
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Size=400,400
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Collapsed=0
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[Window][Hello, world!]
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Pos=73,108
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Size=339,180
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Collapsed=0
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[Window][Dear ImGui Demo]
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ViewportPos=2016,706
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ViewportId=0xE927CF2F
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Size=550,680
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Collapsed=0
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[Docking][Data]
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@@ -7,23 +7,18 @@
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#include <stdio.h>
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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#endif
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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#include <GLFW/glfw3.h> // Will drag system OpenGL headers
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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const float BASE_FONT_SIZE = 13;
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char *description)
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static void glfw_error_callback(int error, const char *description)
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{
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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}
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}
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void ChangeScale(bool *scale_update, const float scale);
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void ScalingWidget(bool *scale_update, float *scale);
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int main(int, char **)
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int main(int, char **)
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{
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{
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// Setup window
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// Setup window
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@@ -31,31 +26,15 @@ int main(int, char **)
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if (!glfwInit())
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if (!glfwInit())
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return 1;
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return 1;
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// Decide GL+GLSL versions
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100
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const char *glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char *glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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// GL 3.0 + GLSL 130
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const char *glsl_version = "#version 130";
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const char *glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// Create window with graphics context
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// Create window with graphics context
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GLFWwindow *window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(1920, 1080, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
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if (window == NULL)
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if (window == NULL)
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return 1;
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return 1;
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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@@ -88,25 +67,10 @@ int main(int, char **)
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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ImGui_ImplOpenGL3_Init(glsl_version);
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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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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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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_another_window = false;
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ImVec4 clear_color = ImVec4(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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bool scale_update = false;
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float scale = 1.0f;
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// Main loop
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// Main loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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@@ -118,47 +82,32 @@ int main(int, char **)
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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glfwPollEvents();
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static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
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// Interface scaling
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ChangeScale(&scale_update, scale);
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// Start the Dear ImGui frame
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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// setup for fullscreen
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if (show_demo_window)
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const ImGuiViewport *viewport = ImGui::GetMainViewport();
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ImGui::ShowDemoWindow(&show_demo_window);
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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ImGui::Begin("ESP Browser", NULL, flags);
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ScalingWidget(&scale_update, &scale);
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if (ImGui::TreeNode("Test"))
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{
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{
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static float f = 0.0f;
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ImGui::Text("Text");
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static int counter = 0;
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ImGui::TreePop();
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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}
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// 3. Show another simple window.
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ImGui::End();
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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// Rendering
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ImGui::Render();
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ImGui::Render();
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@@ -192,4 +141,41 @@ int main(int, char **)
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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void ChangeScale(bool *scale_update, const float scale)
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{
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static ImGuiStyle reference_style(ImGui::GetStyle());
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ImGuiIO &io = ImGui::GetIO();
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ImGuiStyle &style = ImGui::GetStyle();
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if (*scale_update) {
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ImFontConfig font_config;
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font_config.SizePixels = (BASE_FONT_SIZE * scale);
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io.Fonts->Clear();
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io.Fonts->AddFontDefault(&font_config);
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ImGui_ImplOpenGL3_UpdateFontsTexture();
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style = reference_style;
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style.ScaleAllSizes(scale);
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*scale_update = false;
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}
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}
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void ScalingWidget(bool *scale_update, float *scale)
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{
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ImGuiIO &io = ImGui::GetIO();
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ImGuiStyle &style = ImGui::GetStyle();
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const float MIN_SCALE = 0.3f;
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const float MAX_SCALE = 3.0f;
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ImGui::PushItemWidth(ImGui::GetFontSize() * 20);
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if (ImGui::DragFloat("scale", scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) {
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*scale_update = true;
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}
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ImGui::PopItemWidth();
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}
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