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)

This commit is contained in:
omar
2018-04-10 22:32:08 +02:00
parent 7ddc22b326
commit 32ee0a3947
5 changed files with 79 additions and 6 deletions

View File

@ -437,6 +437,21 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
}
#endif // SDL_HAS_VULKAN
// FIXME-PLATFORM: Update when changed?
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformData* platform_data = ImGui::GetPlatformData();
int display_count = SDL_GetNumVideoDisplays();
platform_data->Monitors.resize(display_count);
for (int n = 0; n < display_count; n++)
{
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
platform_data->Monitors[n].Pos = ImVec2((float)r.x, (float)r.y);
platform_data->Monitors[n].Size = ImVec2((float)r.w, (float)r.h);
}
}
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
@ -455,6 +470,8 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
ImGui_ImplSDL2_UpdateMonitors();
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();