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Viewport, Platform: Added a way to register monitor bounds to imgui so they can be used to clamp individual-viewport tooltips/popups so they don't straddle monitors. (#1542)
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@ -519,6 +519,23 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // GLFW_HAS_VULKAN
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// FIXME-PLATFORM: Update when changed (using glfwSetMonitorCallback?)
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
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int monitors_count = 0;
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GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
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platform_data->Monitors.resize(monitors_count);
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for (int n = 0; n < monitors_count; n++)
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{
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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platform_data->Monitors[n].Pos = ImVec2((float)x, (float)y);
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platform_data->Monitors[n].Size = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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}
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}
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static void ImGui_ImplGlfw_InitPlatformInterface()
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{
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// Register platform interface (will be coupled with a renderer interface)
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@ -540,6 +557,8 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
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#endif
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ImGui_ImplGlfw_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
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