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Add support for Retina displays on MacOSX.
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@ -10,6 +10,7 @@
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static GLFWwindow* window;
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static GLuint fontTex;
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static float content_scale[2] = {1.0f, 1.0f};
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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@ -146,10 +147,15 @@ void InitGL()
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void InitImGui()
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{
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int w, h;
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int fb_w, fb_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &fb_w, &fb_h);
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content_scale[0] = fb_w / w;
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content_scale[1] = fb_h / h;
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
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io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
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io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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io.PixelCenterOffset = 0.0f; // Align OpenGL texels
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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@ -202,7 +208,7 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos = ImVec2((float)mouse_x * content_scale[0], (float)mouse_y * content_scale[1]); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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