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Viewports, Internals: added GetViewportPlatformMonitor() will a safety net to keep code portable + simplified handling of disconnected monitor in Begin().
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@ -1542,6 +1542,7 @@ struct ImGuiContext
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ImGuiViewportP* MouseViewport;
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiID PlatformLastFocusedViewportId;
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ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
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int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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// Gamepad/keyboard Navigation
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@ -2452,9 +2453,10 @@ namespace ImGui
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IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
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// Viewports
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IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
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IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
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IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
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IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
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IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
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IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
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const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
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// Settings
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IMGUI_API void MarkIniSettingsDirty();
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