diff --git a/imgui.cpp b/imgui.cpp index 3c72aad9..b8122f30 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7365,9 +7365,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) ImGuiViewportP* main_viewport = g.Viewports[0]; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { - window->Viewport = main_viewport; - window->ViewportId = main_viewport->ID; - window->ViewportOwned = false; + SetWindowViewport(window, main_viewport); return; } @@ -7605,10 +7603,11 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(rect)) + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) return monitor_n; ImRect overlapping_rect = rect; - overlapping_rect.ClipWithFull(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); + overlapping_rect.ClipWithFull(monitor_rect); float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); if (overlapping_surface < best_monitor_surface) continue; @@ -9825,10 +9824,14 @@ void ImGui::ShowViewportThumbnails() // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; ImRect bb_full; + //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) + // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) + // window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border)); for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n];