(WIP) Examples: Add Win32+GL3 example. (5170)
diff --git a/examples/example_win32_opengl3/example_win32_opengl3.vcxproj b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
new file mode 100644
index 0000000..4bcad15
--- /dev/null
+++ b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
@@ -0,0 +1,183 @@
+<?xml version="1.0" encoding="utf-8"?>
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+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{83EB6DB3-A310-4955-8557-9C69F3C08E50}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
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+ <ConfigurationType>Application</ConfigurationType>
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+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
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+ <CharacterSet>Unicode</CharacterSet>
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+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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+ <ClCompile>
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+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
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+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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+ <Link>
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+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project>
\ No newline at end of file
diff --git a/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
new file mode 100644
index 0000000..f4dd01f
--- /dev/null
+++ b/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
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+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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\ No newline at end of file
diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp
new file mode 100644
index 0000000..a35dbbb
--- /dev/null
+++ b/examples/example_win32_opengl3/main.cpp
@@ -0,0 +1,329 @@
+// Dear ImGui: standalone example application for Win32 + OpenGL 3
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <GL/GL.h>
+#include <tchar.h>
+
+// Data stored per platform window
+struct RendererData
+{
+ HDC hDC;
+};
+
+// Data
+static HGLRC g_hRC;
+static RendererData g_MainWindow;
+static int g_Width;
+static int g_Height;
+
+// Forward declarations of helper functions
+bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data);
+void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data);
+void ResetDevice();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+static void Win32_CreateWindow(ImGuiViewport* viewport)
+{
+ assert(viewport->RendererUserData == NULL);
+
+ RendererData* data = IM_NEW(RendererData);
+ CreateDeviceOpenGL2((HWND)viewport->PlatformHandle, data);
+ viewport->RendererUserData = data;
+}
+
+static void Win32_DestroyWindow(ImGuiViewport* viewport)
+{
+ if (viewport->RendererUserData != NULL)
+ {
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+ CleanupDeviceOpenGL2((HWND)viewport->PlatformHandle, data);
+ IM_DELETE(data);
+ viewport->RendererUserData = NULL;
+ }
+}
+
+static void Win32_RenderWindow(ImGuiViewport* viewport, void*)
+{
+ // Activate the platform window DC in the OpenGL rendering context
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+ if (data)
+ wglMakeCurrent(data->hDC, g_hRC);
+}
+
+static void Win32_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+ if (data)
+ ::SwapBuffers(data->hDC);
+}
+
+// Main code
+int main(int, char**)
+{
+ // Create application window
+ //ImGui_ImplWin32_EnableDpiAwareness();
+ WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize OpenGL
+ if (!CreateDeviceOpenGL2(hwnd, &g_MainWindow))
+ {
+ CleanupDeviceOpenGL2(hwnd, &g_MainWindow);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+ wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
+ io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
+ //io.ConfigViewportsNoAutoMerge = true;
+ //io.ConfigViewportsNoTaskBarIcon = true;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+ ImGuiStyle& style = ImGui::GetStyle();
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ style.WindowRounding = 0.0f;
+ style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+ }
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);// , true);
+ ImGui_ImplOpenGL3_Init();
+
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
+ IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
+ IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
+ IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
+ platform_io.Renderer_CreateWindow = Win32_CreateWindow;
+ platform_io.Renderer_DestroyWindow = Win32_DestroyWindow;
+ platform_io.Renderer_SwapBuffers = Win32_SwapBuffers;
+ platform_io.Platform_RenderWindow = Win32_RenderWindow;
+ }
+
+ // Load Fonts
+ // - 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.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - 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).
+ // - 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.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 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!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ 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)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, g_Width, g_Height);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ // Update and Render additional Platform Windows
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+
+ // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
+ wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+ }
+
+ // Present
+ ::SwapBuffers(g_MainWindow.hDC);
+ }
+
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceOpenGL2(hwnd, &g_MainWindow);
+ wglDeleteContext(g_hRC);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+bool ActivateOpenGL2(HWND hWnd)
+{
+ HDC hDc = GetDC(hWnd);
+
+ PIXELFORMATDESCRIPTOR pfd = { 0 };
+
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cColorBits = 32;
+
+ int pf = ChoosePixelFormat(hDc, &pfd);
+ if (pf == 0)
+ return false;
+
+ if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
+ return false;
+
+ ::ReleaseDC(hWnd, hDc);
+ return true;
+}
+
+// Helper functions
+
+bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data)
+{
+ if (!ActivateOpenGL2(hWnd))
+ return false;
+ data->hDC = ::GetDC(hWnd);
+ if (!g_hRC)
+ g_hRC = wglCreateContext(data->hDC);
+ return true;
+}
+
+void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data)
+{
+ wglMakeCurrent(NULL, NULL);
+ ::ReleaseDC(hWnd, data->hDC);
+}
+
+#ifndef WM_DPICHANGED
+#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
+#endif
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam != SIZE_MINIMIZED)
+ {
+ g_Width = LOWORD(lParam);
+ g_Height = HIWORD(lParam);
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ case WM_DPICHANGED:
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+ {
+ //const int dpi = HIWORD(wParam);
+ //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
+ const RECT* suggested_rect = (RECT*)lParam;
+ ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
+ }
+ break;
+ }
+ return ::DefWindowProc(hWnd, msg, wParam, lParam);
+}
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index 9b442b2..5ac1c0e 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -27,6 +27,8 @@
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{83EB6DB3-A310-4955-8557-9C69F3C08E50}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -131,6 +133,14 @@
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Debug|Win32.ActiveCfg = Debug|Win32
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Debug|Win32.Build.0 = Debug|Win32
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Debug|x64.ActiveCfg = Debug|x64
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Debug|x64.Build.0 = Debug|x64
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Release|Win32.ActiveCfg = Release|Win32
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Release|Win32.Build.0 = Release|Win32
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Release|x64.ActiveCfg = Release|x64
+ {83EB6DB3-A310-4955-8557-9C69F3C08E50}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE